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420908 Posts in 14400 Topics- by 31150 Members - Latest Member: oakflooring

September 06, 2010, 01:14:16 AM
TIGSource ForumsDeveloperCreativeDevLogsRed Rogue
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st33d
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« on: October 03, 2009, 02:56:09 AM »

DEMOS

GAME PLAY


Latest Build - The most recent version.

Historical Builds:

  • Empty dungeon demo - just the rogue alone in a dungeon
  • Combat demo - a level with some monsters to fight. Changes to the lighting effected - including less background contrast
  • Items demo - a level with some monsters to fight and loot to collect. Basic menu system running.
  • Items demo with new renderer - had to incorporate a Flixel style renderer into the scrolling engine to deal with severe chugging issues. Also optimised the collision engine. This demo does not replace the items demo so performance can be compared
  • Magic demo. 6 spells available to cast on yourself, enemies and equippable items. Javascript log is enabled.

TECH

Some of the tech I'm uploading as open source examples. Feel free to make use of these.


SOURCE

The project is now open source on GitHub. Updates to GitHub will be slow on account of how completely confusing I find GitHub to use.

http://github.com/st33d/red-rogue

If you'd like to contribute, download the source and try to improve or add to it. Then tell me about it.

DESCRIPTION

WHAT IS IT?

Red Rogue, or whatever I'll call it later is a platformer version of Rogue made with Flex.

HOW DOES THAT WORK THEN?

Like Rogue but from side on. You attack by shoving your opponent or by landing on his head for a crush insta-kill. You can be killed by crushing too. So combat revolves around being leveled up enough to get into a shoving match, or finding a ladder to climb up so you can goomba stomp your enemies. Later enemies are of course going to be wise to this strategy. Due to the nature of the combat there's no jumping, but this means we get gameplay much more similar to the original Rogue and if you don't think that'll be worth playing, then go play Tony Pa's Tiny Game - it'll be like that but with smooth movement.

TELL US ABOUT THE LOOT

There will be weapons, armour, runes and (because you play a girl and I herd they like them) shoes. Shoes will replace gold. There will be many pairs of shoes to collect. I may add in a feature of the Rogue crying if you throw them away or they get stolen by a leprechaun. Not quite sure what the shoes should really do, but I want it to be really obscure yet vital to the game. You also level up like in any other roguelike.

RUNES?

I started to model the magic system on Rogue and I realised that I could save myself a lot of work by simplifying the whole system to one item that casts magic. But a very versatile item. Like in Rogue, all of the runes start off unidentified. You have to cast them to find out what they do or use an identify rune. Unless of course you have the chaos rune, which will always have a random identity.

HOW VERSATILE?

Say you have the undead rune. If you cast it as a bolt, it will shoot from the Rogue and hopefully hit a monster. Kill that monster and you will get a skeleton servant. If you cast undead on yourself, get killed and you will come back to life as a skeleton. Cast undead on your armour? Same as casting it on yourself, but only a 5% chance of it happening. Cast it on your sword? The next monster you kill has a 5% chance of coming back as an undead servant. You repeat cast it on an item and you improve the chance of the spell working, so you better collect a lot of that rune and cast it on a decent item for it to be worth it. Effects are instant or for that level only, unless they are cast upon items. Thus the question, how does one best use this spell?

Of course I'm not going to tell the player what the exact effects of runes are, leaving it up to the player if they want to be stupid enough to cast a poison rune on their armour or a healing rune on their sword.

And I'm planing some easter egg effects, like what happens if you cast a bolt and your mouse pointer is in the way? What happens if you cast chaos as a bolt and it hits a wall?

CAN I PLAY IT?

Just milestone demos at the moment. It's a massive project so progress will be slow.

ANY SCREEN SHOTS?

This is a screen shot from the current build:



I'm doing all the graphics myself, so I went for a black and white with red blood theme. In homage to Rogue's lack of informative graphics.

DECAPITATED?

That's what happens when you score a critical hit on a kill. You knock their head off and you can boot it along like a football. I spent an evening putting it in because it amused me. Someone suggested the decapitated heads inflict damage, so I put it in.

There is also a chance to tear out a heart in combat. This is effectively the potion system. You eat the hearts of your enemies to regain health.

LOOKS A BIT DARK

You'll have to cast light runes to expand the power of your torch. Some monsters will be scared of the light.


TO DO

traps:
   pit traps
   secret walls
   boulders (potential game breaker in a procedural environment, might not make it in - breakable walls maybe yes, this isn't Spelunky after all!)
   teleport traps
   poison dart
stairs:
   animation
   transistion between levels
   angband stair scumming - allow the player to restart as they entered the level upon death
   quicksave - offer the option to quit the game and capture the current state of the game to play again later (a true quicksave I've never seen in Flash - this will be interesting)
the overworld (accessible from level 1 and portals):
   backdrop - single screen full colour (contrast to black and white dungeon)
   the grindstone
   the healstone

build demo 5

saving and game sharing / debugging:
   xml states for level
   xml output (javascript call that generates xml browser page?)
   xml input
   store xml copy in shared object
elaborate on previous milestones:
   more monsters - new monsters each level
   more items - shoes, crying, etc
   more runes - as many as I can think of
   more traps - same again
   boss fights - room blocking trolls and the macguffin holding demon
   balancing - call out for play testers
   more easter eggs (konami code and collosal cave code need to have their effect assigned)

move towards final build - update final build on a regular basis
« Last Edit: May 12, 2010, 08:20:18 AM by st33d » Logged

Red Rogue: [dev log thread] - [latest build] - [sauce]
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« Reply #1 on: October 03, 2009, 04:40:26 AM »

Seems pretty interesting.=)
Keep us informed!
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Mipe
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« Reply #2 on: October 03, 2009, 04:48:47 AM »

Rouge Rogue?
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st33d
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« Reply #3 on: October 03, 2009, 05:26:22 AM »

Good god I wish I'd thought of Rouge Rogue!

Rouge might be a good release name actually!
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Red Rogue: [dev log thread] - [latest build] - [sauce]
Jason Bakker
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« Reply #4 on: October 03, 2009, 06:01:31 AM »

Looks pretty cool! One thing though - she isn't red!

(Unless that's intentional, in which case Embarrassed)

Her being red in a b/w world would look pretty cool Kiss
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Mipe
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« Reply #5 on: October 03, 2009, 06:03:47 AM »

Just paint her red with blood of slain enemies.  Well, hello there!
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allen
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« Reply #6 on: October 03, 2009, 02:17:03 PM »

looks promising,

but the character is hard to make out against the background, but i suppose it would be better in motion?
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« Reply #7 on: October 04, 2009, 01:27:27 AM »

Red Rogue
Looks pretty cool! One thing though - she isn't red!
but the character is hard to make out against the background, but i suppose it would be better in motion?

Colouring the main character red seems to me like the obvious choice.

Game looks cool! Looking forward to the demo.
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st33d
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« Reply #8 on: October 04, 2009, 04:12:24 AM »

We've found at work that the human eye is very good at detecting motion, so it doesn't matter how much characters blend in with the scenery. Plus the rogue is generating light, it's pretty obvious where she is.

The polymorph rune obviously complicates having the main character coloured red, because that would mean doing red versions of all the monsters.

But as a compromise, I've added a function that tweaks a character's colour transform into blood red slightly with each kill (which means your minions will get bloodier too as they rampage).
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Red Rogue: [dev log thread] - [latest build] - [sauce]
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« Reply #9 on: October 04, 2009, 05:14:49 AM »

Hm, I wonder if you would get it that they are being stained with blood if you fade them to red...?

If you have a red main character you could use the colour tweak on monster sprites when they are you polymorphed.

Ah, nevermind use your red as you like it :D
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Jason Bakker
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« Reply #10 on: October 04, 2009, 06:11:38 AM »

But as a compromise, I've added a function that tweaks a character's colour transform into blood red slightly with each kill (which means your minions will get bloodier too as they rampage).

Haha, this sounds perfect to me  Grin
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« Reply #11 on: October 04, 2009, 10:29:28 AM »

looks pretty cool. like the art and would like to see it in motion. on the skull kicking why don't you make it an attack. kick a skull into a dudes face.the skull breaks on impact no matter what it hits. it would add some timing stuff to the game, wait for the approaching enemies to get in close and then wham. 
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I'll do it myself then!

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« Reply #12 on: October 05, 2009, 09:09:28 AM »

I'm very interested in this, hope it leads to something awesome.
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« Reply #13 on: October 05, 2009, 10:04:01 AM »

Good luck with this! seems like you have a good approach. I particularly like the text window, could be a lot of fun having that "roguelike commentary" on your realtime antics.
I had a few aborted attempts at making a 2d platform roguelikes myself.

I like that it's called Red Rogue, which immediately implies "Rouge" but without actually being that common misspelling of Rogue Smiley
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« Reply #14 on: October 05, 2009, 07:29:03 PM »

!! Whoa. I like. Very much.

What are you coding this up in? I'd like to contribute to your coding efforts if my skills would be of use.

Best of luck, and please finish this. The world needs more rogue games.
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