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Version 3.3
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This update is mostly about upping the presentation of the game a bit. I took a few week break after christmas so there's not as much here as I would like but I figured it was about time for an update. The new skybox isn't acually a box but a separate scene that the actual game world is layered on top of. This way, the background can have it's own shaders and effects applied separate from the rest of the game. And because of that, I have removed the window resolution option in favor of having the game and the background having their resolusions scaled to whatever you want. So if you're a few frames below what you'd like, you can set the resolution scale to 80 or 90 percent. Remember thought that that is the percentage scale of the window! So if you have a 1080p monitor and your in fullscreen mode, then a scale of 50 would be 50 percent of 1080 but if you're in windowed mode it would be 50 percent of whatever the windows size is. All the while leaving the games UI at a native resolution.
I would have liked to add super sampling where you can pick scales higher than 100 percent but there's an odd bug with godot where grey outlines appear on the tops of all of the walls. It seems to have something to do with the bloom effect and how it affected by the filtering of the screen texture when its scaled back down to your windows resolution. In any case, it's pretty unlikely to be fixed since godot 3 isn't worked on as much anymore. So unfortunately supersampling wont be in.
I have also added a little monster info display that appears when you look at a monster for a few seconds. It gives you some idea your odds when fighting it. I'm a little hesitant about it though since I know that at some point someone will have an 90 percent chance to hit something and then end up missing 5 times and dying. I've heard that in Civilization Revolution the game would sort of guarantee chance. In that if you were to attack an enemy and had a 33 percent chance of winning, if you lost twice the game would make sure you won on the third time. Something like that. I will not be shackling the RNG gods like that here however. The dice will have to fall where they may! But there is one gameplay improvement here though. The player and monsters now slide on ice when waiting. Which means if you're in a fight with a monster both of you will slide around after you attack each other, so watch out if you're fighting on ice around pits! Also you will be pushed back when you are hit and when you land hits so be careful. There's a few other bits of visual flair added in this update like the minimap matching the colors of the floor but those are the major features. A decent bit of work went into the game's backend to get the effects in so please let me know if you run in to any bugs or crashes. Also if you're enjoying the game consider writing a review! See you next update!
[ 2025-02-08 23:24:39 CET ] [ Original post ]
NEW IN THIS UPDATE
- New sky box -which isn't actually a box
- Resolution scaling replaces window resolution in the options
- Monster info display will appear if you hover over a monster for a few seconds
- Color of tiles on the minimap now match their physical counterparts
- Dead monsters redden the tiles they bump against
- Player now slides on ice as long as time is moving rather than just when pressing a movement key
- Aiming reticle size slider added in the options
- Very light controller lockout when using a keyboard/mouse -to fix a lingering bug
- Added some physics to dying
- Added option to turn off bumping into dead monsters
- Some new visual goodies to the gold pile
- The red screen flash when you're hit now roughly indicates the direction you were hit from
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CHANGED IN THIS UPDATE
- Kestral feathers can now be used with any type of projectile
- Kestral feathers now provide a +15 percent to hit instead of +10
- Bat ears now show which wall tiles have already been lit and which have not
- Moved inventory below the stat bar
- Altered the camera shake when hit
- Sharpened up some of the fonts
- Adjusted player and monster movement speeds slightly
- Made the options menu a bit bigger
- Updated centaur bestiary text
- Updated monster bit text in How To Play section
- Adjusted the slipperiness of ice
- Increased the amount of damage fire does to monsters
- Lowered the amount of time a monster stays on fire
- Flake of frost now has a percentage chance to activate like the other monster bits
- Reimported a lot of textures to hopefully smooth out performance and decrease game boot times
ADDED BACK IN THIS UPDATE:
- Roofs on halls in classic mode
FIXED IN THIS UPDATE
- Cursed items can now be dropped even if they aren't equiped
- Run stats are no longer lost when loading a save
- Player now has the correct amount of hp when a save is loaded
- Stat bar now shows the correct numbers when a save is loaded
- Items are no longer be invisible when a save is loaded
- Fixed rare chance the player could spawn on the same tile as a monster
- The minimap now correctly shows what you are seeing when you are hallucinating
- Pit trap now properly sends you down a level even if you are holding the amulet
- Wraiths no longer light up tiles after they are dead
- Orcs now properly abandon their gold if they're shot at, even if you miss
- Orcs now no longer jitter while sitting on their gold
- Bonfires no longer cause the ground around them to pulse strangely
- Fixed rare instance of part of the dungeon floor being blocked off
- Fixed late game bug where certain monsterbits would cause a crash if you were hit with dragon fire
- Rattler venom now works properly again
REMOVED IN THIS UPDATE:
- CRT shader -it may come back someday but it wasn't playing nice with the new way I have the viewports set up ingame so it had to go, alternatively you can set your resolution scale to about 20-25 percent and get a crtesque resolution.
- FXAA -it's bugged with the new way of rendering I'm doing. The sky is visible through walls and ceilings, and everything is overly bright
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This update is mostly about upping the presentation of the game a bit. I took a few week break after christmas so there's not as much here as I would like but I figured it was about time for an update. The new skybox isn't acually a box but a separate scene that the actual game world is layered on top of. This way, the background can have it's own shaders and effects applied separate from the rest of the game. And because of that, I have removed the window resolution option in favor of having the game and the background having their resolusions scaled to whatever you want. So if you're a few frames below what you'd like, you can set the resolution scale to 80 or 90 percent. Remember thought that that is the percentage scale of the window! So if you have a 1080p monitor and your in fullscreen mode, then a scale of 50 would be 50 percent of 1080 but if you're in windowed mode it would be 50 percent of whatever the windows size is. All the while leaving the games UI at a native resolution.

I would have liked to add super sampling where you can pick scales higher than 100 percent but there's an odd bug with godot where grey outlines appear on the tops of all of the walls. It seems to have something to do with the bloom effect and how it affected by the filtering of the screen texture when its scaled back down to your windows resolution. In any case, it's pretty unlikely to be fixed since godot 3 isn't worked on as much anymore. So unfortunately supersampling wont be in.

I have also added a little monster info display that appears when you look at a monster for a few seconds. It gives you some idea your odds when fighting it. I'm a little hesitant about it though since I know that at some point someone will have an 90 percent chance to hit something and then end up missing 5 times and dying. I've heard that in Civilization Revolution the game would sort of guarantee chance. In that if you were to attack an enemy and had a 33 percent chance of winning, if you lost twice the game would make sure you won on the third time. Something like that. I will not be shackling the RNG gods like that here however. The dice will have to fall where they may! But there is one gameplay improvement here though. The player and monsters now slide on ice when waiting. Which means if you're in a fight with a monster both of you will slide around after you attack each other, so watch out if you're fighting on ice around pits! Also you will be pushed back when you are hit and when you land hits so be careful. There's a few other bits of visual flair added in this update like the minimap matching the colors of the floor but those are the major features. A decent bit of work went into the game's backend to get the effects in so please let me know if you run in to any bugs or crashes. Also if you're enjoying the game consider writing a review! See you next update!
[ 2025-02-08 23:24:39 CET ] [ Original post ]
ROGUE-FP
Jurax Games
Developer
Jurax Games
Publisher
2023-03-30
Release
Game News Posts:
52
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(23 reviews)
Public Linux Depots:
- [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!
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But in ROGUE-FP there’s also
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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
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