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ROGUE-FP will be out on the 30th. I didn't use github to back up the code so I can't be exactly sure of when I actually started work on this but it grew out a 7drl I made in 2020 so its around 3 years worth of work and I'm glad I did it. While I did put a lot of effort into ROGUE-FP and I hope you enjoy it, it is meant to be a trail run for later games I want to make. I figured if I was to make a real, proper, modern(in terms of feature set anyway) 3d first person roguelike I better go back to the basics and figure out what made the old ones work and also what wont work in first person. The dungeon generation is simple and to some of you folks the monsters and items will be very familiar, but I felt I needed to go over these seasoned roguelike elements and see exactly how they might translate into a 3d environment. At an earlier point in development I figured that the game should go all in on being first person and the player should never be able see the map at all except for when you find a scroll of mapping. But I found that you really can't separate the idea of a dungeon crawler from having some sort of map available. Even with a maximum number of 9 rooms per floor in ROGUE-FP it is still easy to find yourself running around in circles and losing your sense of direction. This is obviously in part due to the fact that all of the rooms have the same wall textures but I think the problem would still remain to some extent even if each room had different textures. Monsters and items being visible though walls when you find potions to detect them is a relic from that time of development.
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