« on: September 15, 2016, 12:09:32 PM »
http://www.schplaf.org/hgames/index.html Win/Mac/Linux/Browser
Dungeon Mercenary is a modern ASCII art roguelike with influences from brogue and Sil.
From brogue, it takes the runics system but extend it: you can put the (multiple) runics you find on armors/weapons/shields. This allows to "craft" your items. From Sil, it takes the combat versatility: you can wield two weapons if you're an offensive player, or wield a defensive blade (i.e. a weapon with a parry bonus) and a shield if you're a defensive player.
You can play with the mouse or the keyboard. It is available both as HTML5 (embedded in a browser) and as a desktop application (Windows, Mac, Linux).
Dungeon Mercenary is a dungeon crawler game where levels (and items, and monsters, etc.) are randomly generated. This means that you never get to play the same game twice! Famous roguelikes include Blizzard's Diablo sequel, Torchlight, etc. Dungeon Mercenary is a much more humble game than those super productions. Like classic roguelikes, it is in ASCII art. This means there are no graphics: a wall is displayed '#', the player is displayed '@', a goblin is displayed 'g', etc. Don't run away! ASCII-roguelikes make your imagination do the job. Once you're accustomed (and believe me, it's quick!), you'll enjoy it as much as a graphical game; because hey we did not stop reading books when movies were invented!
Dungeon Mercenary is designed to be easily understandable but hard to master, as you'll need to die a few times before being able to reach the dungeon's middle depths. To beat the dungeon, you'll need to learn when it is wise to dash to flee, when you should try a special attack to try slithing a monster's throat in one turn, how to lure monsters into traps, etc. Then, only the bravest mercenaries will succeed in winning the game… Good luck!
ARRP'ish 2016
Most of the bugs corrected in this release have been reported by a brogue player: VedVid, thanks to him!
Changes
Made color of shallow water "whiter", so that it can be more easily distinguished from deep water.
Made color of rats "whiter", so that they are more visible in the color theme of the first depths (i.e. where rats spawn).
Display everything that is in the Field Of View in the what you see list (bottom of the screen); not only what is in the close vicinity. In addition, always display doors (it was restricted to depth 1 before). Both of these were considered as bugs by many players, whereas it was intended. But given the feedback, I think I was wrong to have those """features""".
During a dragon's breath: only lock the game if a barrel's explosion will happen. This smooths the gameplay when fighting dragons.
Added a drop menu that is toggled by pressing 'd'. It allows to drop an item without going through the inventory.
Added an animation when dropping on item.
Numpad 5 now waits a turn, exactly like 'z' does.
Bug fixes
Corrected that an equipped shield would appear twice in the inventory displayed on the right. Thank VeVid for pointing it out.
Corrected that barrels could not be pulled/pushed to/through gravas.
Corrected that when a barrel was on an item: 1/ the item's color was used to draw the barrel and 2/ the item was being listed as visible instead of the barrel.
Correct that monsters weren't really good at following you through doors when hunting you.
The fine and time honored tradition of people inadvertently or inexplicably showing up a bit early or late for ARRP kicks off anew!
« Last Edit: April 30, 2018, 09:40:46 PM by getter77 »
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Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training