Author Topic: ROGUE-FP  (Read 2212 times)

JaryJurax

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ROGUE-FP
« on: September 26, 2024, 06:09:42 PM »
ROGUE-FP is a first person roguelike inspired by Rogue/Brogue.
And yes the game does wait for you to take your turn. There is nothing stopping you from making a cup of tea while you're surrounded by monsters.
Gameplay:
    ROGUE-FP has 2 modes: Classic Mode and Standard Mode.

    The Classic Mode is a faithful Rogue-clone based off of version 5.4.4 of Rogue. The source of which you can find on Github. All of its mechanics were painstakingly recreated and adapted to ROGUE-FP's perspective and controls. Players who have played the original Rogue may be interested to see how the mechanics feel in first person and players who haven't played it before may be tempted to try playing the original after getting ahold of its simple yet engaging gameplay.
   
    The Standard Mode has taken the above and overhauled it to be it's own roguelike influenced by Brogue.
    Changes compared to classic mode as of version 3.0 include but are not limited to:
  •     Completely new floor generation
  •     Monster bits: new item type that can be attached to your armor to give unique and stackable effects
  •     New monsters ex: Gas spore that floats around the map searching for the player to explode upon, its bits can be thrown and also explode
  •     New monster behaviors ex: Nymphs will flee after stealing from you and wake up sleeping monsters as they run from room to room
  •     Pits -often surounded by traps, non-flying monsters can fall down these if forced through confusion/teleportation/polymorphing
  •     7 types of gases including fire
  •     New traps: gas trap, ambush trap, alarm trap, etc
  •     Traps can be set off by monsters, they can also be killed by them
  •     New items: potions of luck, intoxication, scrolls of gold madness, summon sylph, wands of trapping
  •     Items given new effects ex: potions of confusion will release a gas if thrown
    More features are added in every new version
   
Turn System and Movement:
        ROGUE-FP's turns revolve around .4 second intervals. Whenever you perform and action(attack, equip armor, zap a wand, etc) you must wait .4 seconds. The same applies to monsters. If you are not moving or performing an action then time stands still. Movement only uses up the time you choose to move for.
        However, the time it takes to move from the center of one tile to the next is also .4 seconds. That includes diagonally as well. Both the player and monsters move slightly faster when moving in non cardinal directions to make sure things stay non-euclidian. The players' reach also extends slightly to ensure diagonally placed monsters can be attacked.
   
Other Features:
  • Windows and Linux builds
  • 3 art styles to choose from -ASCII characters, Textured sprites, and ASCII-Art sprites
  • VI keys -if you want them
  • Multiple difficulty levels
  • Dungeon synth soundtrack
  • Adjustable UI
  • Bestiary with descriptions
  • Global leaderboards for Steam and GoG -NOTE the Linux version on GoG does not use these since the galaxy client unfortunately doesn't support Linux
  • Ultrawide monitor support
   
Version 3.0 was released on September 30 2024 on Steam and the game along with the update on gog.com on the same day.
« Last Edit: September 30, 2024, 02:53:04 PM by JaryJurax »

JaryJurax

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Re: ROGUE-FP
« Reply #1 on: November 21, 2024, 11:37:37 PM »
ROGUE-FP got updated to version 3.1 a few days ago. The key features added were flammable grass, the gold pile, and the control option improvements.

NEW IN THIS UPDATE
  • Monsters now visibly show that they are confused
  • Option to change the player @ symbol to ☺
  • Flammable grass and manual page for it
  • Torches as physical items that can fall off of walls and light grass on fire
  • Trolls plant grass as they move
  • Key rebind menu now supports changing deadzones -INPUT MAPS WERE DEFAULTED
  • Run stats are shown on the death screen
  • Total gold pile added on the main menu, also shows global stats of all players if you're on Steam  -currently only works when playing online
  • Added some particles to the dungeon for atmosphere
  • High Score menu fancied up a little
  • New music track for the high score menu
  • New sound effects for the manual/bestiary/main menu
  • The player's character on the minimap rotates along with the player -looks a little silly but hopefully this helps people

CHANGED IN THIS UPDATE
  • Left Thumbstick deadzones -was using an old ps3 controller for testing and they were quite a bit off, have since gotten a new controller
  • Windows on the main menu and pause menu(manual, bestiary, etc) hide the other controls when visible -makes things much simpler to code
  • Pumpkins are now back to being bonfires again
  • Tweaked ASCII mode slash sprite
  • The player is now a different color on the minimap
  • Map brightness option now goes up to 5.0 -this is to counteract the GLES2 option making the game much darker than GLES3
  • Altered some tutorial text

FIXED IN THIS UPDATE
  • Bug where a fairy wouldn't polymorph a dropped item correctly
  • Bug where the player could attack while asleep from sleep gas
  • Bug where sometimes turns wouldn't progress automatically when the player was asleep and the player would have to hold a movement key to wake up
  • Stutter when opening up the Manual/Bestiary/High Scores
  • Issue where the player might be placed on the same tile as a monster when a dungeon floor is generated
  • Shader corruption on the highlights of floor gap-edge tiles
  • Typo in Medusa Eye description
  • Crash when unequipping a black unicorn horn, including if an equipped black unicorn horn was destroyed by a monster
  • Rare bug where extra collision could be placed over a secret wall and block off part of level
  • Flickering of ASCII mode monster “blood” on certain platforms

The gold pile is a fun way to see how much gold you accumulated throughout all of your runs. You get to see all of your gold fall from above into a big pile while music plays. There's no meta-progression or anything tied to it though. I just thought it would be a nice reward for players that have put a decent number of hours into the game. There is also a small ascii version of this sequence on the death screen after a run.
This feature currently only works if you are playing online as that gold total is kept on either Steams servers or gog's. And in the case of gog only if you are running Windows since gog Galaxy doesn't support linux yet.
However in the future I will add an offline tracker as well for the folks that prefer to play offline.
Why bother tracking the gold total online in the first place? On Steam if you track stats through them you are able to see a global total for all players. So that was the main reason.