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TIGSource ForumsCommunityDevLogsStreets of Rogue : Rogue-lite + Deus Ex-ish freedom + pure insanity [Alpha out!]
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Author Topic: Streets of Rogue : Rogue-lite + Deus Ex-ish freedom + pure insanity [Alpha out!]  (Read 18216 times)
Madguy
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« Reply #20 on: August 17, 2016, 10:38:52 PM »

Here's a new devlog in which I show some of the new security system elements in the game -- security cameras, traps, etc. -- and how you can use these to your advantage against enemies through hacking and such.  Also witness more than a bit of janky AI that I hope to smooth out!





...aaaand a random gif I captured of something completely unrelated... full-scale riots.
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I_smell
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« Reply #21 on: August 18, 2016, 01:45:51 AM »

Some very fun moments in this video!

Seeing a solid goal like breaking into a building by hacking from outside is a great way to introduce the game. This is the first video where I truly understood what I was looking at from start to finish.
I don't know if there's an overall goal or campaign of missions in this game, but it might be nice to make sure it has some more structure- like for example you assemble a small team of people in different roles to rob a bank, casino, or break into some other facility. Then the world would re-generate and you'll have to perform a more complex heist with the same crew, again and again until you all die or fail.

I think you should make ghost sprites of classic Casper ghosts with no feet, just to help communicate that they are ghosts.
« Last Edit: August 18, 2016, 02:49:51 AM by I_smell » Logged
Madguy
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« Reply #22 on: August 18, 2016, 11:32:14 AM »

Glad to hear that this video communicated the game well.  It's not always the easiest thing in the world to try and describe this game to somebody, but perhaps the "break-in" example will be a good one to use in the future.  Have you checked out the video linked at the very top of this thread?  I thought that did a pretty good job of explaining things, but if you feel differently I'd like to know.

To try and explain how it works in a slightly different way: It's kind of like if you took one of those hub areas from Deus Ex or one of the towns in Fallout -- confined areas where you do a bunch of missions -- and then streamlined and randomized the whole experience.  Mission goals are generally pretty simple: Neutralize a person, steal a thing, etc.  But you have a whole lot of options as to how you want to approach the missions.  If I wanted to have a crew, as you mentioned, I could do that.  It would probably be a good idea to play as a gangster character and find other people in my gang to join me.  Or I could just hire them with money if I was playing as a different character type.  Then again, the random generation might not work in your favor and you might not find many others willing to join you.  In which case you'd have to improvise.  Maybe you've got an item in your inventory that you can stick into the air vents, causing everyone to run out of the building.

As for progression, the tasks that you need to complete remain similar throughout different levels, but the difficulty ramps up by throwing new challenges your way, such as more guards, new traps, and the presence of police officers on the streets.  The game works like a lot of modern rogue-lites in that you progress to new levels and start over when you die, though you may have unlocked a few new things on the way.  Completing (or failing) all missions is required to complete a level.

Agreed on the "ghosts having no feet" thing, I haven't really fleshed out ghosts/ghostbusting just yet.
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Shirsh
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« Reply #23 on: August 20, 2016, 03:47:39 AM »

Just tried 10 alpha and had good fun (several deaths, wall punching, +strenght syringe through ventilation, several walls exploded, rescued gorilla), would like to have option to change scale though, current view could be a bit too tiny. Maybe, if it's possible, optional autoscale dependent on player to cursor distance (and just +/- on controller)?
Overall fun experience! Streets a bit empty but it's alpha, right. Keep doing so great work!
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Madguy
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« Reply #24 on: August 20, 2016, 06:09:09 PM »

Thanks for checking out the game!

It's pretty easy for me to change the scale of the view.  I'd be hesitant to allow the player to control this because of the obvious and not-so-obvious effects that that it can have on gameplay -- I'd prefer to have one standard view that doesn't show too much or too little and doesn't force you to squint, which is why I ended up settling on the current scale.  That said, it's possible that this might not be the ideal scale.  I'll be sure to get people's opinions on this when I take the game to PAX in a couple weeks.

Streets will be a bit less empty in the next version, which will be out in a week or so.  I optimized performance quite a bit to allow for more people at once without frame drops, and cops will randomly roam the streets as well.
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Shirsh
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« Reply #25 on: August 22, 2016, 07:23:35 AM »

I played more and suddenly catched satisfying feelings similiar to those of school hours/days of playing Syndicate (Sega/Snes version, I missed PC version and it's too late now), plus a strong urge to share it Coffee
Would like to have a several more missions and side-missions per level, I guess. And to see tech-stuff like robots and mechs, to hack or destroy.
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Madguy
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« Reply #26 on: August 22, 2016, 04:19:36 PM »

I hadn't even thought about the Syndicate / Satellite Reign connection!  I never actually played the game, but watching some videos, I can definitely see the similarities.  Surprised you're the first person to mention that!

The structure of the game hasn't really been defined yet, but generally each level will have 2-4 missions, some of which may be optional.  Robots will be in the game for sure...
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« Reply #27 on: August 23, 2016, 03:46:36 PM »

Oh my lordy lord, this game is gooooooooood.

Needs more ways to do stuff that isn't item dependent.

+ sound
Any soundtrack in the background would be put this on another level. Get some free music making software, and just have a beat repeat or something.
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kennoley
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« Reply #28 on: August 23, 2016, 05:37:57 PM »

Just beat the demo/alpha 10 and it was amazing!, good luck on finishing up Streets of Rogue Beer!
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« Reply #29 on: August 24, 2016, 04:23:37 AM »

I tried the alpha maybe 6 months ago and found it to be pretty entertaining.

When I played the latest version today, I have to say that it really has potential. I like most things about it. The interface is sometimes a bit clunky and there are a few small annoying details, such as the help text that is stuck next to spawn, or that I cannot find the class of the character anywhere when selecting them. I also agree with TheFundamentalDelta that some music would be really nice.

But overall it is a very nice game with a cute but still grim world and a good gameplay loop with plenty of options for solving the missions. Keep at it! Smiley

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Madguy
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« Reply #30 on: August 24, 2016, 08:51:34 AM »

Oh my lordy lord, this game is gooooooooood.

Needs more ways to do stuff that isn't item dependent.

+ sound
Any soundtrack in the background would be put this on another level. Get some free music making software, and just have a beat repeat or something.

In the new build coming out soon, most of the characters will have their own special abilities that won't require the use of items.  I'll also be creating additional ways that you can interact with objects in the environment and other people.  There shouldn't be a shortage of options if you're willing to seek them out!

Soundtrack will be in the game eventually, I'm still kinda figuring out what style(s) to use.  If you've got any suggestions for sorts of music you think would fit, feel free to let me know.  I recognize that this had better be a killer soundtrack if I'm going to invoke a certain Genesis game in my title...

Just beat the demo/alpha 10 and it was amazing!, good luck on finishing up Streets of Rogue Beer!

THAAAAAAAANKS!

I tried the alpha maybe 6 months ago and found it to be pretty entertaining.

When I played the latest version today, I have to say that it really has potential. I like most things about it. The interface is sometimes a bit clunky and there are a few small annoying details, such as the help text that is stuck next to spawn, or that I cannot find the class of the character anywhere when selecting them. I also agree with TheFundamentalDelta that some music would be really nice.

But overall it is a very nice game with a cute but still grim world and a good gameplay loop with plenty of options for solving the missions. Keep at it! Smiley

Can you elaborate a bit on things you found clunky?  Because this is such a mechanically complex game that's also trying to be fast and streamlined, I'd like for the interface to be as intuitive and non-intrusive as I can reasonably make it.  Also, not sure what you meant by "the health text is stuck next to spawn"?

You can actually see the name of the character class next to their portrait during character selection, but I agree that it could be more obvious, as it's something people have commented on before.
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koyima
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« Reply #31 on: August 24, 2016, 11:23:05 AM »

Looking good, downloading now.
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TheFundamentalDelta
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« Reply #32 on: August 24, 2016, 03:51:01 PM »

Played it for a good two hours today. Much good. Feels a bit repetitive after a while, but that's normal for a game at this stage.
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Madguy
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« Reply #33 on: August 25, 2016, 09:32:24 AM »

Ha, it kinda makes me feel guilty to not release a new build for too long.. The version out now is two and a half months old, and I'll be releasing the next build hopefully this weekend, maybe a little after.  I have a changelog that's about 7 or 8 pages long, so there are some pretty significant improvements in place.

By the way, I'll be at PAX West next week.  I hadn't mentioned it before in this devlog, but tinyBuild is going to be publishing the game, so it'll be showing at their booth.  They have a really great article on their website about pitching to publishers, which I essentially followed to a T in order to get their attention.
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« Reply #34 on: August 25, 2016, 11:05:20 PM »

This looks pretty cool I have to say after watching the commentary trailer
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Pixel Noise
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« Reply #35 on: August 26, 2016, 03:27:03 PM »

Looking forward to trying out the new build! This seems awesome, don't know how I'm just seeing it for the first time. The feature explanation video on the site is great, and hilarious. The sound effects you've got in there sound good too. You're definitely on the right track with what you're thinking for the OST. The question is, do you want pure authentic Genesis sounds, or do you want to do a sort of neo-retro 80's blend, using some more modern sounds and options.
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« Reply #36 on: August 27, 2016, 05:34:18 PM »

Played a lot of Streets of Rogue 2 player mode (Alpha 10) yesterday with a friend and while playing we encountered 2 noticeable issues,

1.) It seems that when an NPC is aggravated by one of the 2 players, the NPC is hateful towards both players instead of just one. Not sure if this is supposed to happen but it seems unfair for the NPC to hate both players even though one didn't do anything imo.

2.) Whenever a player opens their menu to Loot or talk to someone, if the other player presses the interact (A on Xbox) button then that menu will close out.

Those were the only bugs, hopefully they could be fixed before Alpha 11?
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Madguy
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« Reply #37 on: August 28, 2016, 10:31:12 PM »

Looking forward to trying out the new build! This seems awesome, don't know how I'm just seeing it for the first time. The feature explanation video on the site is great, and hilarious. The sound effects you've got in there sound good too. You're definitely on the right track with what you're thinking for the OST. The question is, do you want pure authentic Genesis sounds, or do you want to do a sort of neo-retro 80's blend, using some more modern sounds and options.

Definitely won't be doing something that sounds like a Sega Genesis.  The game doesn't have what I'd call a "pure" old school pixel art aesthetic, what with all the fancy effects and shadows and such, so I don't see a need for a pure retro soundtrack.

Played a lot of Streets of Rogue 2 player mode (Alpha 10) yesterday with a friend and while playing we encountered 2 noticeable issues,

1.) It seems that when an NPC is aggravated by one of the 2 players, the NPC is hateful towards both players instead of just one. Not sure if this is supposed to happen but it seems unfair for the NPC to hate both players even though one didn't do anything imo.

2.) Whenever a player opens their menu to Loot or talk to someone, if the other player presses the interact (A on Xbox) button then that menu will close out.

Those were the only bugs, hopefully they could be fixed before Alpha 11?

1. That's by design.  It works like this: If Person A hates Person B, and Person A spots Person C who is aligned with Person B, Person A will hate Person C.  There's a lot of other stuff in there too, the alignment system is actually pretty complex -- and it pretty much has to be, given the numerous ways players can mess with other people.  The game assumes that the two players are aligned since generally you're supposed to be working together.  So yeah, you can screw over your partner pretty easily Smiley

2. I haven't run across that issue before and I can't reproduce it using 2 Xbox controllers, but let me know if it happens in the next build.  It should be out in the next couple days.
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Pixel Noise
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« Reply #38 on: August 29, 2016, 06:54:14 AM »

Looking forward to trying out the new build! This seems awesome, don't know how I'm just seeing it for the first time. The feature explanation video on the site is great, and hilarious. The sound effects you've got in there sound good too. You're definitely on the right track with what you're thinking for the OST. The question is, do you want pure authentic Genesis sounds, or do you want to do a sort of neo-retro 80's blend, using some more modern sounds and options.

Definitely won't be doing something that sounds like a Sega Genesis.  The game doesn't have what I'd call a "pure" old school pixel art aesthetic, what with all the fancy effects and shadows and such, so I don't see a need for a pure retro soundtrack.



Yeah, I agree. I think you'd want an 80's synthwave type sound, personally. Sort of this style - though maybe not these exact sounds -



I don't think a super hyper-active chipwave style would quite fit - I think it would be too much. I imagine something kind of gritty and groovy, to go with the whole "Streets" feel/imagery.
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kennoley
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« Reply #39 on: August 29, 2016, 01:15:15 PM »

Played a lot of Streets of Rogue 2 player mode (Alpha 10) yesterday with a friend and while playing we encountered 2 noticeable issues,

1.) It seems that when an NPC is aggravated by one of the 2 players, the NPC is hateful towards both players instead of just one. Not sure if this is supposed to happen but it seems unfair for the NPC to hate both players even though one didn't do anything imo.

2.) Whenever a player opens their menu to Loot or talk to someone, if the other player presses the interact (A on Xbox) button then that menu will close out.

Those were the only bugs, hopefully they could be fixed before Alpha 11?

1. That's by design.  It works like this: If Person A hates Person B, and Person A spots Person C who is aligned with Person B, Person A will hate Person C.  There's a lot of other stuff in there too, the alignment system is actually pretty complex -- and it pretty much has to be, given the numerous ways players can mess with other people.  The game assumes that the two players are aligned since generally you're supposed to be working together.  So yeah, you can screw over your partner pretty easily Smiley

2. I haven't run across that issue before and I can't reproduce it using 2 Xbox controllers, but let me know if it happens in the next build.  It should be out in the next couple days.

1. Oh ok makes sense

2. Well I was using a keyboard while my friend used an Xbox 360 controller, but yeah ill let you know  Smiley
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