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1028933 Posts in 41333 Topics- by 32935 Members - Latest Member: Earthling

August 01, 2014, 02:29:33 PM
TIGSource ForumsFeedbackDevLogsLeroy -- a Rogue-like [Update - Post Mortem]
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Author Topic: Leroy -- a Rogue-like [Update - Post Mortem]  (Read 2789 times)
roboprez
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« on: July 09, 2010, 04:03:12 AM »

Hooray. You unlucky fellow are the one who pulled the short straw of your mutant hunting squad to go detonate a nuke in the core of a radioactive mutant infested abandoned building. Armed with your trusty wrench and nothing else you are thrown inside, forcing you to make your way through the rusted, dangerous rooms to find the nuke, combating waves of enemies and generally casuing a mess...

Introducing "Leroy's randomly generated platform adventure -- a Rogue-like"!
A brand new exiting game! Programming by Me. Graphics by psychotron-3000

So yeah, we have the stupidest working title ever.
The game is being developed in flixel and graphics drawn in MS Paint


Links to Updates
August 21
13 July

First Update! 9 July
Welp currently i've got the game engine to take in a level input of 1's and 0's and apply walls to it. Here's a screen shot...
http://dl.dropbox.com/u/4039281/RogueLike/success.png
Pretty!



TODO (in rough order)
  • Randomly Generate Each level
  • Have player move around map
  • Enemies
  • Interact with objects (Vending Machines)
  • (Will plan more later)
« Last Edit: February 28, 2013, 05:27:26 AM by roboprez » Logged

Sir Raptor
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« Reply #1 on: July 09, 2010, 04:27:37 AM »

A roguelike that doesn't take place in the middle ages for once. I'm keeping my eye on this one.
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baconman
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« Reply #2 on: July 09, 2010, 09:53:59 AM »

Awesome. Hey, you've got it that far, that's a good start. I've seen people get hung up before that part. And good graphics for MSPaint. That's what I've been using, to a much less nifty degree; and I'm tempted to simply import MegaMan 1-2 tilesets into mine. Vending machines are an interesting mechanic to add to this kind of game, as well. I'll be following this. Smiley
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Accidental Rebel
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« Reply #3 on: July 09, 2010, 11:03:19 AM »

A roguelike that doesn't take place in the middle ages for once. I'm keeping my eye on this one.

Hahaha. True. I only just noticed it when you mentioned it.
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Skofo
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« Reply #4 on: July 09, 2010, 12:37:22 PM »

A roguelike that doesn't take place in the middle ages for once. I'm keeping my eye on this one.

What? There are plenty of those.
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Inanimate
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« Reply #5 on: July 09, 2010, 01:54:20 PM »

This sounds like a fun adventure, I like the setting.
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Evan Balster
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« Reply #6 on: July 09, 2010, 02:40:45 PM »

Be sure to correct your spelling there.

Rouge vs. Rogue

And good luck.
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Sir Raptor
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« Reply #7 on: July 09, 2010, 02:54:44 PM »

A roguelike that doesn't take place in the middle ages for once. I'm keeping my eye on this one.

What? There are plenty of those.
Off the top of my head, there's the Doom roguelike and the one based on JoJo's Bizarre Adventure. Spelunky might also count, and then there's Transcendence and the Sewer Goblet. Five roguelikes are not plenty.
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Inanimate
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« Reply #8 on: July 09, 2010, 03:30:49 PM »

There are many that you don't know about. I can't remember the name of one, but it involved robots. Another took place in space.
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roboprez
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« Reply #9 on: July 09, 2010, 07:09:23 PM »

Be sure to correct your spelling there.

Rouge vs. Rogue

And good luck.
Well that's embarrassing. I'm going to need to fix that up.
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roboprez
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« Reply #10 on: July 12, 2010, 10:02:17 PM »

UPDATE - 13 July
Well I got it randomly generate two rooms with a corridor connecting them. FUNTIMES!
HAVE A LOOK HERE WHY DON'T YOU?
If there are any tile glitches can you take a screen shot and show me?

Also here is just a tiny sampling of the art done by psychotron.

Mockup of what the first level of every play through is going to look like.


A tiny square of the character sheet.

Oh and I've updated the first post with a character portrait.
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roboprez
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« Reply #11 on: August 20, 2010, 07:42:38 PM »

Update - 21 August
Random generation is kinda down!
The player with animation can walk around
CLICK HERE FOR MILDLY FUNTIMES!
Arrows to move and '?' to generate a new level

Any way there are problems with the auto tiling where there are funny combinations of walls to corners. I'm wondering if there is a better way than creating an image with like 50 different combinations.
So this version is actually like 2 weeks old, I haven't done much lately. I'm having problems with detecting and attacking enemies and I may have to rewrite a whole chunk of code.


Oh yeah and enjoy this WIP
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Bood_War
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« Reply #12 on: August 23, 2010, 08:42:38 AM »

THIS POST IS SO THAT I CAN FOLLOW THIS GREAT CONCEPT.

Also, those were done in MSPaint? Well done, sir.  Hand Clap Well, hello there!
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roboprez
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« Reply #13 on: December 24, 2010, 02:44:10 AM »

Hey, seeing as it's Christmas i'm going to give you guys a present.

AN UPDATE!!!
Arrow keys to move and click '?' to regen a level

Bugs I don't want you to mention:
-walls in the map being weird
-Enemies Spawning in the wall and each other
-Anything to do with the sprites, I created the sprite sheets wrong as well as just didn't put all of them in.

I'll just mention that again, a lot of the animations look weird because I screwed up making sprite sheets and the animation frames. Not psychotron-3000's fault
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roboprez
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« Reply #14 on: February 28, 2013, 05:27:12 AM »

Update - 28 February 2013

...Okay not really. So yeah this has sort of been on infinite hiatus for the 2 years. I just found this post again and realised we never made an update for the latest version. So for anyone still paying attention:
HERE IT IS!
Okay it's pretty crazy how much changed so here's a recap of new stuff
  • There's lighting!, not very fancy but cool none the less
  • A few charger enemies will spawn around you, they move randomly every turn
  • There is an exit that will take you to another random level. Find it
  • Hovering over things will bring up names and stats for stuff
  • There's a health item that you can pickup to get more health
  • Press ? or / to reset the game
  • Press , or < to toggle lighting
  • Hold M and click somewhere to create a barrel
    • Walking over this barrel you can bring up the inventory menu by pressing E
    • These items are completely dynamic from external xml files
  • Hold N and click somewhere to create a brand new enemy THE BLOAT
    • This enemy uses pathfinding to track you down
    • There is no escaping the bloat, he will chase you to the ends of the universe for all eternity
    • When he does catch you he'll explode, damaging all things in a radius around it


So yeah the last update to the code was made was over a year ago now and development slowed down months before. I guess the reason we stopped was because we sort of got overwhelmed by the whole thing. After working on it as a hobby project for almost 2 years we saw how little had actually been achieved and sort of lost all enthusiasm about it. We also kept getting distracted not only by real life things like school but by other game ideas and projects. I think since the starting date of Leroy we have 5 or so abandoned  new projects in our shared dropbox folder.

Leroy along with all the other abandoned projects have been great learning experiences. I have improved greatly as a programmer and Lepus (changed name, was previously psychotron-3000) has greatly improved as an artist. While it's sad to see a project we spent so much time on officially be called abandoned the whole experience can only be described as positive. Leroy, even in this glitchy jibbily mess, is one of my proudest achievements. The fact that I was able to put together something that sort of maybe resembles a videogame is just awesome to me.
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