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Archive for the ‘Planet Roguelike’ Category

Version v0.11 – Release

July 31st, 2010 Generic Container No comments

Source: Goblin Camp

Version v0.11 is here! Includes lots of small fixes and enhancements, and a few major additions. You can now craft weapons to make your orcs more effective fighters, mine stone from quarries, watch bees fly over your walls and poison your goblins, and spawn new recruits from the Spawning Pool.

Short changelog:

  • All data files are in libtcod format now, instead of XML. Modding should be notably easier
  • Mods no longer need to modify the .dat files that come with GC, instead you can place them in their own folder under the ‘mods’ folder, and they’ll automatically be read in.
  • Fixed several bugs (walls display correctly now, for example)
  • No more random orc/goblin migrants
  • You can establish a spawning pool to spawn more recruits
  • Creatures have creature specific attacks, and can inflict other effects as well (a bee sting may poison your orcs)
  • Stone quarries can be dug out and will produce stone for you. Underground nasties may attack from within, so beware.
  • Constructions and areas can be designated by clicking and dragging, in addition to the original two-click method.
  • Flying monsters have been implemented, walls won’t keep out everything now!
  • Sleeping on the rough ground will have a detrimental effect, so now you have a reason to build beds
  • Constructions set to be dismantled display this fact as well
  • msvcr100.dll and msvcp100.dll are included in the .zip to make install easier.

New constructions, creatures and items are included, many created by the community. A big thanks to everyone who’s contributed with mods and/or code!

You can check out the changesets on bitbucket for a more detailed view of what’s changed and who’s done what.

Windows: DOWNLOAD

Announcing the Lisp Games Wiki

July 30th, 2010 David O'Toole No comments

Source: Lisp Games Development Et Cetera


Graciously provided by sykopomp, the Lisp Games Wiki is for people sharing development knowledge for games in Lisp. Head on over and see what the community has been building!

Fffffuuuuuu

July 30th, 2010 Roguedjack No comments

Source: Rogue Survivor

I thought I'd share one of of those "Ffffuuuuu" moments.


You know the feeling...
I can't go down the stairs either, I know who lurks there...

The game was an excuse to test all the advisor hints and the hospital in a real game context. Plus a couple of other stuff.

Died a few turns later. Fun.

End of post.

Player videos aar & 4.1

July 29th, 2010 Roguedjack No comments

Source: Rogue Survivor

LET'S PLAY
PlumpHelmetPunk is making Rogue Survivor gameplay videos.
He has also tons of videos for fun little games.
PlumpHelmetPunk youtube channel

4.1
Not much to report. Still doing the advisor hints. There are 26 hints now covering the basics and there is a few more to add to cover fortification and leadership. It's hard to explain enough to get the player started without turning the hint system into a manual-bis.

The Hospital is completed. Lots of healing goodies there, but it could be a deathtrap if you're too late or unprepared.

I still have to:
  • add the first "throwable bomb" weapons : dynamite/grenades and/or molotovs.
  • add the new ally.
  • expand the plot a bit, with something happening "down there" once you have done the achievement.
  • the "build stuff" order.
  • fix the remaining bugs/glitches.
  • minor things.

End of post.

News – RogueBasin – 23 Jul 2010

July 29th, 2010 News - RogueBasin No comments

Source: News - RogueBasin

Rogue Survivor alpha 4.1 released

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Iteration 9 and 10 – The new plan

July 29th, 2010 donblas No comments

Source: If Error Throw New Brick

So, I'm changing my iteration plans around the release of a video game. Let's just put it out there. Final Fantasy 14 is being released September 30th (early access on 22nd), and I am excited enough to pre-order it. Due to that, and the expected week or two post-release that I won't involve much coding, here's the new plan. Iteration 9 - Finishes asap. As soon as I get the game balance

Expedition: Days 25 and 26

July 28th, 2010 Slash No comments

Source: Slashware Interactive - Development Log

Advancing towards a graphical UI, SERF is being updated with a simple reusable gfx layer dubbed “Oryx-UI”. Implementation goes on.

I also corrected a small but kind of stopper bug, which won’t allow people to travel back into Spain :( may be it’s worth a release.

First shot with graphics

First shot with graphics

Aprox. Work Time: 80:00 (74:00+4:00+2:00)

Generic can be the enemy of progress

July 28th, 2010 donblas No comments

Source: If Error Throw New Brick

As it was said on coding horror, "a blog without comments is not a blog". Earlier today Jotaf posted a comment on my last post that got me thinking. The post was on my work making changes to the skill tree easier, here's the meat of it: "Nice, I agree completely, although you must always ask yourself the obvious question: "is it worth it?". Since you're gonna change the skill tree many times

News – RogueBasin – 25 Jul 2010

July 28th, 2010 News - RogueBasin No comments

Source: News - RogueBasin

Menace of the Mines 0.5 released

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Goals for Version 0.6

Source: Nolithius.com » roguelike

With version 0.5.102, Dance of Death reached a stable point and is ready for its next major features: the world map and wilderness. I definitely have my work cut out for me for 0.6, and though the goals list below is short, it is a meaty one.

In addition to wilderness generation, v0.6 will begin to reflect the results of a recent discussion in r.g.r.d. regarding gender bonuses and the social responsibilities of game developers at large. What begun as a simple disagreement regarding gender bonuses evolved into a source of inspiration that helped me define where I want to take the gameworld as a whole, the fruits of which will be seen throughout the next releases.

The following are the goals for Dance of Death v0.6:

  1. World generator.
  2. Wilderness area generator.
  3. Ability to move between wilderness areas.
  4. Ability to move between a wilderness area and the world map.
  5. Moving at the world map level.
  6. Entering a wilderness area from the world map.
  7. Entering a dungeon from a wilderness area.
  8. Exiting from a dungeon onto a wilderness area.
  9. Improved name generator.
  10. Gender bonuses tweak.
  11. New playable races.
  12. Rework main quest to include the wilderness.
  13. Saving the world map.
  14. When the game loses focus, add a “Paused, click to continue.” overlay to ensure the keyboard focus is always correctly active.

Thanks again to everyone for your support and meaningful discussions; you have played a crucial part in keeping the development momentum strong!