Author Topic: CryptoRl  (Read 10182 times)

Gornova

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CryptoRl
« on: August 15, 2015, 09:08:12 AM »
I'm here to present my first roguelike, CryptoRL

For more information, please visit: http://randomtower.blogspot.it/2015/08/cryptorl-release-10_28.html

Features

* random generated caves: a new adventure every level!
* 3 type of monsters, with 3 different behaviours (attack you on sight, wandering, flee if too weak)
* 3 items to keep you alive
* run for 5 caves and return to Kelmera!

In order to play you must have installed Java 1.8 on your system


Download here, version 1.0 : https://dl.orangedox.com/TRfo3gOrLyslL8ZfA2/cryptoRl-1.0.zip


Thanks for your time!
« Last Edit: August 28, 2015, 09:43:05 PM by Gornova »
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rust

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Re: CryptoRl
« Reply #1 on: August 15, 2015, 05:07:41 PM »
It runs fine for me but, as you said, it's only the basics right now. I found one issue though - if you've seen a tile previously but don't see it anymore you can still see when the spiders move on it.

Of all the points on your checklist, I think that procedural generation is the most important of them. When it comes to enemy behavior, you can repurpose player abilities to be used by monsters, so that you have monsters that dash or turn invisible once in a while. You can also use the usual tricks like monsters that are fast/slow, spawn in packs, flee on low health and so on.

Gornova

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Re: CryptoRl
« Reply #2 on: August 17, 2015, 09:44:20 AM »
thanks for feedback and the issue!

I'm not sure how to display player and monster abilities, because with AsciiPanel there is no concept of "animation". I'll work for another version, in particular for procedural generation of levels and about monster behaviours, there are a lot of interesting discussions in this forum, I have to read a lot  ::)

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Gornova

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Re: CryptoRl
« Reply #3 on: August 18, 2015, 03:38:42 PM »
New version, 0.2, see first topic for download link.

Major add for version 0.2 is random dungeon generation.
A little bit of story. In the past I've build and wrote some tutorials for build little roguelikes , but I've never build a roguelike from scratch. In particular dungeons generation is an enormous topic, so.. I'm here with CryptoRl and want to study and learn something new.

For this particular implementation I've used random walk, with some custom rules:

1) starting point is near center +- a value (5 for this build)
2) avoid to use last direction: so is not-so-random walk ;D
3) avoid to use opposite direction for next move: for example avoid to go Down if last move was Up, seems reasonable, to avoid random walker to get stuck in one point
4) place exit in a random point on map, but always with a connection between player starting point and exit itself. Using awesome Kevglass's Slick Astar implementation.
5) add a creature with a probability of 15% for each floor tile and potions with probability of 5%. Each of them with a minimum distance of 30 tiles for any other creature of potions.


As experiment I'm happy with result. Now game doesn't have an end or a purpose, but it's more like a roguelike :D
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Gornova

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Re: CryptoRl
« Reply #4 on: August 19, 2015, 02:18:50 PM »
New version, 0.3

This time I've added a small inventory with 10 quickslots, useful to collect potions in order to survive into infinite caves.
I've also fixed bug posted by Rust, now must be okay (hopefully!)
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Gornova

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Re: CryptoRl
« Reply #5 on: August 21, 2015, 11:09:10 AM »
New Version 0.4

In this version, bugfixes but also:
- a new type of monster, stygian bird, attack player on sight, but run away if low on health
- player can wait a turn using space
- invisibility potion and torch to get more vision radius

Any feedback are welcome!
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Gornova

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Re: CryptoRl
« Reply #6 on: August 27, 2015, 09:52:35 PM »
New version 0.5

I'm experimenting some limits with asciiPanel, regarding how change color of tiles. In this version there are some bugs, I'm aware of it, but anyway I need some testing if you want to partecipate, feel free!

I'm start to thinking again and keep scope of this project relative small, polish it a bit and claim it version 1.0 and then maybe try a graphic version of it, with mouse support (crucial for special ability support!)


Changelog:
- add abberation: glyph A, low on motion, just wander and kill anything in range
- added visual feedback to invisibility: player is now gray
- bug on messages, review messages system,  duplicated messages when on item
- create a win condition: 5 levels alive
- added crystal, so there is some light in dark caves
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Gornova

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Re: CryptoRl
« Reply #7 on: August 28, 2015, 09:48:12 PM »
Quick update: see first post, I've done release 1.0

I've decided to stop here with this experiment, now I have bases to do something more elaborated!

Thanks to anyone wants to send me some feedback!
Blog | Last game A droid story