Version 2.6
A lot of work was done to fix some lingering issues from older versions. For instance, the way tiles lit up around light sources was redone so that they don't flicker anymore and now if two light sources with different colors are close together, the tiles around them will blend the colors together. Also Items now also have a shimmery light effect on them now that is visible when they are near you or a bonfire. A lot more time was spent on that effect than I initially planned so I hope you guys like it.
Originally I wanted pits and crevasses to be in this update, however it seems that a number of steps will have to be taken before that can be implemented. It will take a lot of mapping and pathing and checks to make sure monsters don't just waltz straight to their doom at the bottom of a pit. Also, a lot of mapping and pathing and checks will need to be done to make sure a floor of the dungeon can still be explored properly even with big chunks of it taken out. I've already started on this though. As of this update the game analyzes the floor that is generated and figures out the high traffic zones where the player is likely to be and low traffic zones where the player is less likely to be. I plan on using those zones to figure out where pits should go. That will be the goal for the next update. Currently though, items are placed in the low traffic zones which means that in larger rooms items are more likely to be around corners or in little pockets of space wherever they appear. Hopefully this makes rooms a bit more rewarding to explore fully.
With the new system, the more blue a tile is, the more likely it is to have an item placed on it. Gasses were a sort of last minute addition as well but I think they came out quite nice. Certain potions when thrown, and certain traps when sprung, will emit a gas that can cause status effects on you or any monsters that breath it in. Currently the potions that can produce a gas are the potions of: confusion, hallucination, xheal, and poison. Gasses, if they are produced in a small room, can be much more concentrated and last for much longer than they would in a large room. For example, if a sleep gas trap goes off in a small room and it gets you, you could be out for a lot of turns! So be careful! On the other hand, as an added bonus, monsters can now spring traps and that includes gas traps! So feel free to use this to your advantage.
Another last minute addition and nice to have feature are the status effect icons that now display how much time the status effect has left. I felt it was good to implement this considering how long it is now possible to be stuck from gasses that cause hold or sleep status effects since they literally trap you in the gas and you're forced to take the entire brunt of the effect. But remember that they also affect monsters so they're not an immediate death sentence!
Aside from that a lot of bugs and crashes were fixed and the default settings were tweaked to be more sane. For the next update, I plan to implement multithreaded monster pathfinding, large pits and crevasses, a much reworked floorgen alorithm, and finally a hunger meter. Since the last time dungeon generation was overhauled ROGUE-FP entered version 2.0, the next large update may be version 3.0. If monsters can path around the dungeons smoothly without needing any external pregenerated maps to help them navigate then it opens up a lot possibilities for dungeon generation. Please look forward to it! As always please let me know if you come across any bugs or crashes. And please leave a review if you're enjoying the game. It really helps! Thanks!
[ 2024-07-12 23:49:07 CET ] [ Original post ]
NEW IN THIS UPDATE
- Shimmering glow effects on items
- Items in the dungeon are now placed procedurally instead of randomly
- Gasses can now be emitted from traps and some thrown potions
- Monster can now set off traps
- Status effect icons now show roughly how much time they have left
CHANGED IN THIS UPDATE
- Altered how the bloom slider adjusts the bloom level
- Altered the bloom amount on bonfire sparks
- Brightened the stars of the dungeons a little
- Added a tiny bit more contrast to texture mode
- Hall walls are 1 tile higher to not allow gasses to leak out over them
- Screen doesn't go completely black when player has the sleep status effect anymore
- Brightened up the floor and wall tiles when using the GLES2 renderer
- Made the default brightness values a little more sane when using GLES2
FIXED IN THIS UPDATE
- Tiles that are lit by more than one light source will no longer flicker
- Monster bits that require charging now show their current charge again
- Inventory now stretches to accommodate long attached monster bit names
- Issue where the monster/item sprites on the main menu wouldn't cooperate if the monster graphics style was changed
- Crash that could occur when loading a saved game on an early floor
- Crash that would occur when eating a frozen leg of mutton
UNDER THE HOOD
- Implemented entirely new system for placing items/monsters
- Early work on AI pathfinding
Version 2.6 is out!
A lot of work was done to fix some lingering issues from older versions. For instance, the way tiles lit up around light sources was redone so that they don't flicker anymore and now if two light sources with different colors are close together, the tiles around them will blend the colors together. Also Items now also have a shimmery light effect on them now that is visible when they are near you or a bonfire. A lot more time was spent on that effect than I initially planned so I hope you guys like it.
Originally I wanted pits and crevasses to be in this update, however it seems that a number of steps will have to be taken before that can be implemented. It will take a lot of mapping and pathing and checks to make sure monsters don't just waltz straight to their doom at the bottom of a pit. Also, a lot of mapping and pathing and checks will need to be done to make sure a floor of the dungeon can still be explored properly even with big chunks of it taken out. I've already started on this though. As of this update the game analyzes the floor that is generated and figures out the high traffic zones where the player is likely to be and low traffic zones where the player is less likely to be. I plan on using those zones to figure out where pits should go. That will be the goal for the next update. Currently though, items are placed in the low traffic zones which means that in larger rooms items are more likely to be around corners or in little pockets of space wherever they appear. Hopefully this makes rooms a bit more rewarding to explore fully.
With the new system, the more blue a tile is, the more likely it is to have an item placed on it. Gasses were a sort of last minute addition as well but I think they came out quite nice. Certain potions when thrown, and certain traps when sprung, will emit a gas that can cause status effects on you or any monsters that breath it in. Currently the potions that can produce a gas are the potions of: confusion, hallucination, xheal, and poison. Gasses, if they are produced in a small room, can be much more concentrated and last for much longer than they would in a large room. For example, if a sleep gas trap goes off in a small room and it gets you, you could be out for a lot of turns! So be careful! On the other hand, as an added bonus, monsters can now spring traps and that includes gas traps! So feel free to use this to your advantage.
Another last minute addition and nice to have feature are the status effect icons that now display how much time the status effect has left. I felt it was good to implement this considering how long it is now possible to be stuck from gasses that cause hold or sleep status effects since they literally trap you in the gas and you're forced to take the entire brunt of the effect. But remember that they also affect monsters so they're not an immediate death sentence!
Aside from that a lot of bugs and crashes were fixed and the default settings were tweaked to be more sane. For the next update, I plan to implement multithreaded monster pathfinding, large pits and crevasses, a much reworked floorgen alorithm, and finally a hunger meter. Since the last time dungeon generation was overhauled ROGUE-FP entered version 2.0, the next large update may be version 3.0. If monsters can path around the dungeons smoothly without needing any external pregenerated maps to help them navigate then it opens up a lot possibilities for dungeon generation. Please look forward to it! As always please let me know if you come across any bugs or crashes. And please leave a review if you're enjoying the game. It really helps! Thanks!
ROGUE-FP
Jurax Games
Jurax Games
2023-03-30
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 47
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(19 reviews)
https://store.steampowered.com/app/2343160 
[160.53 M]
ROGUE-FP is a blend of old school classic roguelike gameplay with new school first person controls and perspective. There is no movement grid and no rigid turn system to slow you down.
To survive you'll have to identify the items, navigate the dark labyrinths within the dungeon, and fight your way past the monsters. With enough skill and a decent amount of luck they say it can be done. Give it your best shot!
But in ROGUE-FP there’s also
Synopsis
The Fighters guild has a high bar for entry. They want you to delve deep into the Dungeon of Doom and return to the surface with the Amulet of Yendor. A perilous quest few have completed, for within the dungeon are terrible monsters, devious traps, and mystifying magical items.To survive you'll have to identify the items, navigate the dark labyrinths within the dungeon, and fight your way past the monsters. With enough skill and a decent amount of luck they say it can be done. Give it your best shot!
Features
Just like in the roguelike days of yore, there are- Procedurally generated levels
- Perma-death
- An alphabet's worth of monsters
- Many magic items with different effects including rings, potions, wands, and more!
But in ROGUE-FP there’s also
- Sprites/textures for everything
- First person controls
- Smooth turns
- Synth soundtrack
- A difficulty level for every level of skill, including one that removes item identification
MINIMAL SETUP
- OS: Linux Ubuntu 18.04
- Processor: Dual core CPU 2.4 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Radeon HD 8330
- Storage: 12 GB available space
- OS: Linux Ubuntu 18.04
- Processor: Quad core CPU 3.0 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 1050
- Storage: 12 GB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB