Please let me know if you find any bugs or crashes so I can try to fix them. Thanks!
NEW IN THIS UPDATE
Monsters now visibly show that they are confused
Option to change the player @ symbol to
Flammable grass and manual page for it
Torches as physical items that can fall off of walls and light grass on fire
Trolls plant grass as they move
Key rebind menu now supports changing deadzones -INPUT MAPS HAVE BEEN DEFAULTED, RESET YOUR CONTROLS IF YOU CHANGED THEM
Run stats are shown on the death screen
Total gold pile added on the main menu, also shows global stats of all players on Steam
Added some particles to the dungeon for atmosphere
High Score menu fancied up a little
New music track for the high score menu
New sound effects for the manual/bestiary/main menu
The player's character on the minimap rotates along with the player -looks a little silly but hopefully this helps people
CHANGED IN THIS UPDATE
Thumbstick deadzones -was using an old ps3 controller for testing and they were quite a bit off, have since gotten a new controller
Windows on the main menu and pause menu(manual, bestiary, etc) hide the other controls when visible -makes things much simpler to code
Pumpkins are now back to being bonfires again
Tweaked ASCII mode slash sprite
The player is now a different color on the minimap
Map brightness option now goes up to 5.0 -this is to counteract the GLES2 option making the game much darker than GLES3
Altered some tutorial text
FIXED IN THIS UPDATE
Bug where a failry wouldn't polymorph a dropped item correctly
Bug where the player could attack while asleep from sleep gas
Bug where sometimes turns wouldn't progress automatically when the player was asleep and the player would have to hold a movement key to wake up
Stutter when opening up the Manual/Bestiary/High Scores
Issue where the player might be placed on the same tile as a monster when a dungeon floor is generated
Shader corruption on the highlights of floor gap-edge tiles
Typo in Medusa Eye description
Crash when unequipping a black unicorn horn, including if an equipped black unicorn horn was destroyed by a monster
Rare bug where extra collision could be placed over a secret wall and block off part of level
Flickering of ASCII mode monster blood on certain platforms
Version 3.1 is here. The main new feature of this version is the burnable grass that now grows all throughout the dungeons. The patches of grass can be lit on fire mainly with the torches that were around before but that can now be knocked loose from the walls. Almost every patch of grass should have at least 1 torch over it so this should give you plenty of opportunities to use it to your advantage. Torches can be dropped by pressing your attack key/button while aiming at the WALL TILE the torch is on. Not the actual torch itself. Torches can also be dropped by being hit with projectiles from a distance.
Also, you can now see how much gold you've accumulated throughout all of your runs by clicking the Gold Pile button on the main menu. You will be able to see all of your hard earned coinage fall from the heavens before you! You don't get anything if you amass any particular amount of gold but I think it's still fun to see visually how much you've played and in a way how much better you might have gotten at the game. You will also be able to see some global stats as well. NOTE THAT NOT EVERYTHING STARTED BEING KEPT TRACK OF AT THE SAME TIME. Gold was kept track of first, then deaths in a later update, then times given up in one after that. So don't assume that all of the gold in your total gold count and the global total gold counts are from the number of deaths and give ups you see there. The reason I didn't just reset all of the stat counters is that some players have put a decent number of hours into the game and so I figured they should be able to see their gold piles right as soon as the update goes live rather than have to accumulate it all over again.
One important thing to mention that was fixed is that some shaders on certain platforms was bugged. I got a test machine that had that issue on the shaders on the floor and managed to fix it. However, I believe some people have also had this issue with the shaders on the walls of the dungeon as well but I don't have any test machines that have that issue and so I can't really be certain that it's fixed yet.
If you turned off the shaders in the options menu because of this, try turning them back on to see if the issue is resolved.
Thanks for playing! See you next update!
[ 2024-11-17 00:28:37 CET ][ Original post ]
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.
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