Hello adventurers
This week's update includes a major change that adds an enemy info window to the game. It can be accessed by pressing Q and E (or SL / RS). Please also note that you will need to restore the default settings in the settings, otherwise you will not be able to use the E key to change the selection of the current button.
The second thing I updated was enemy pathfinding. There was a problem when enemies were in each other's way that the enemies further away wouldn't move towards the enemy because their path was blocked. I have improved the game logic here.
Additional improvements include:
- a fix that prevented the 100 Replays achievement from triggering (will now trigger on the next launch if you already have more than 100 launched runs)
- Improvement of an error message related to modding (missing stairs/players in RoomTemplate definitions now lead to a plain text error indicating this.
- Some code revisions
- Golum was removed because he stole all rings in the game
[ 2024-12-07 10:48:37 CET ] [ Original post ]
Hello Adventurers
This week I add a speed run timer to the game.
It can be enabled either in the main menu's game settings or in the in game settings. In order to ensure fairness, loaded game states can not be continued with a game timer. It would be to easy to tinker with the saved timestamps ;-).
[ 2024-11-24 18:35:06 CET ] [ Original post ]
Paladine Update
This update contains a new playable character (which means that paladin mod is no longer needed, - I keep the mod so you can still look how I implemented the paladin).
Balacing Status effects
It will no longer be possible to apply more than 2x the same status effect during 1 turn. If you stack two healing potions you will no longer be able to stack a third one. Same also applies to poison effects (e.g. applied by the snake).
Bug-fix "missing texture"
This could trigger when you disabled a mod which added a new tileset to the game. Fixed it by changing the order of initializing certain stuff in the code.
Modding additions
In order to make animations simpler it was requested that animation frames can be rendered with an offset. Using xOffset / yOffset for a sprite will allow you to draw an animation frame with an offset. This can be used in the file player-config.mod.json or enemy-config.mod,json. In the bellow example the same frame of the bat is used, but for the 2nd time offset by 1 pixel down. This will result in an up / down movement of the bat when the animation is running.
[ 2024-11-17 15:38:50 CET ] [ Original post ]
- fix undertaker - fix issue with date (when reading graves in modded game) Sorry for the inconvenience
[ 2024-11-12 17:10:04 CET ] [ Original post ]
Patch 2.0.11
Game updates
This week I concentrated on some feedback I got from users. - asking for confirmation before descending a level further on the stairs - Vokra used 'desent' instead of 'desend' in the first level (thank you nero4983) - spelling issue in mod menu (enable/disable) and [strike]dublicate[/strike] -> duplicate - some cleaning up in the level data
new Player preview -Paladin- (as mod)
Modding API updates
This week I implemented a component system which works similar to unities Monobehaviour scripts. Basically a component which can be attached to player characters, enemies and or mapobjects.
Component update
Each component contains hook-functions like: - onSpawn - onUpdate (each frame) - onDraw (each frame) - onTurnUpdate (each turn once) - onDeath
Example enemy in enemy config
As requested from a modder, I added an example enemy in the enemyConfig which has all possible values. I will make use of this component system when I implement the Paladin Player character for next week ;-)
[ 2024-11-10 16:33:43 CET ] [ Original post ]
Amazing news!
I recently was allowed to look over the sholder of someone playing the linux version of my game on a Steamdeck... and it just worked! So if you are only playing on the steam deck :D give it a shot - and don't forget to leave a review.
[ 2024-11-05 17:31:49 CET ] [ Original post ]
Hello there I started to have some doubts about the pricing of Descent from Arkov's Tower. I might have been a little over confident - I admit that. After a lots of comments from reddit users of the subreddit r/roguelike I decided that based on the (mostly very cheap) competition I might want to drop the price, which I here by do. To all of you who have already bought the game, if you have an issue with that - please reach out on discord, we will find a solution together.
[ 2024-11-04 18:18:54 CET ] [ Original post ]
balancing
- I made it harder to spam the armor update - I added more Player upgrades - I slightly in creased the difficulty in Level 6-3
bug-fix in 6-3
- there was a bug which causes the game to crash sometimes in Level 6-3 (due to Arkov teleporting)
[ 2024-11-03 17:40:24 CET ] [ Original post ]
There was a bug which prevented Players from finishing Level 5-1. This should now be fixed
[ 2024-10-31 21:40:11 CET ] [ Original post ]
During the last weeks I was hart at work finishing the game. It is finally done. When you buy the game (for what I will be endlessly thankfull!) Please also consider writing a review as soon as possible. The first few reviews are crucial for the games over all success! Especially you who already played the prologue thank you your patience comes to an end!! Go over and have a look at the fullrelease <3!!
[ 2024-10-30 23:01:19 CET ] [ Original post ]
Workshop support
I've been looking forward to announcing that the full version will support workshop mods. This will make it easy to install and download mods.
What can be modded?
If you have already played around with modding the prologue, you know that you can already mod conversations, graphics, items, enemy stats and much more in the prologue. Below you can see an extensive list of what will be possible in the full version:
Level editing
- Change which enemies/objects/NPCs are in which level - Define which generator should be used (see next section)
Scripts own level generators
Descent from Arkov's Tower allows you to script your own generators. A generator takes a level definition (e.g. size, number of enemies, list of objects like NPC's, crates, traps...) and generates a level based on the scripted logic. You can use all kinds of algorithms that are used in game programming (e.g. [space partic](https://de.wikipedia.org/wiki/Binary_Space_Partitioning), [Perlin noise](https://en.wikipedia.org/wiki/Perlin_noise)), but alternatively you could simply define a script that generates the same level on every run. The possibilities are almost unlimited. The full version will contain at least 2 predefined level generators which will be available as examples in each initially created mod.
Scripts the behaviour of enemies
Enemy Behaviours describe how an enemy should behave. These can be assigned to enemies instead of the default Mele behaviour. They define how an enemy finds the player, when and how he attacks, which weapon he uses and so on. With these scripts you can create new combat challenges for the player.
Scripts Weapons and ItemTypes
Create new ItemTypes and define what happens when you use them. Examples from the existing game are: 1. ranged weapons 2. MultiTile Weapons These weapons attack multiple enemies at the same time 3. healing items (status effects are also moddable) 4. poisoning items 5. keys 6. cards 7. torches -> not yet in the game, may be added to the full version)
Scripts own level/map objects (eng. Map Objects)
Map Objects describe objects that embellish levels or objects with which the player and or opponents can interact. Some examples are listed below: 1. chests 2. statues 3. fire bowls (alg. lighting elements) 4. doors 5. traps 6. teleporters 7. ...
Scripts own level/map objects (eng. Map Objects)
Map Objects describe objects that embellish levels or objects with which the player and or opponents can interact. Some examples are listed below: 1. crates 2. statues 3. fire bowls (alg. lighting elements) 4. doors 5. traps 6. teleporters 7. ...
Events and actions
Events and Actions are used to change the game environment if X (Event) then Y (Action). E.g. IF the player speaks to Vokra about rats THEN the quest Kill 3 rats is triggered. Events and actions are mostly used in combination with dialogues, but can also be used for other use cases. For example, if the player has stepped on the pressure plate 3 times then spawn a ghost. (This can be solved in exactly the same way with a map object, there are always several ways to solve something). Examples of this are 1. trading 2. heal 3. attack players when a certain dialogue option is triggered 4. display dialogue options only if the player has >= 3 apples in the bag, for example
Hooks
Hooks are scripts that are activated at a certain point in time, e.g. - When the game is started - When the menu is displayed - When the player spawns in the level - When an opponent dies - When the player dies - etc These scripts can be used in many ways
And so much more
The flexible way I have integrated scripts into the game allows you to be very creative. In principle, you can programme your own roguelike with these scripts. It would also be conceivable to script smaller turnbased RPG's, then you have to try out how far and complex you can get before FPS and performance decreases ;-).
[ 2024-09-08 08:49:26 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
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Warning contains 8-bit-ish Retro!
Caution! This is a retro pixel art roguelike which might bring back memories you didn't even know you had. A flickering, humming CRT screen in your living room or bedroom back in the '90s after a day at school. What do you mean you weren't even born back then?Gameplay
This roguelike puts you in the shoes of an unnamed adventurer who just woke up on the top level of Arkov's Tower. Try to fight your way down and escape it - or die trying.Move your player trough 30 procedural generated levels. Fight numerous enemies including 9 unique bosses. The turn based combat system allows you to take your time and plan every move carefully. Upgrade your character with all sorts of items found in chests or dropped by enemies. In rare occasions you might find a wishing well, which allows you to upgrade your base stats. Can you make it to the bottom of the mysterious Tower?
Modding
This game is highly customizable for people with pixel art and/or programming experience. Just have a look at the included manual and the Mod Manager in the main menu. Maybe you want to create your own story? Use this game as a roguelike engine and make it happen!- OS: Linux Ubuntu
- Processor: i3Memory: 4 GB RAMStorage: 100 MB available space
- Memory: 4 GB RAMStorage: 100 MB available space
- Storage: 100 MB available space
- OS: Linux Ubuntu
- Processor: i5Memory: 4 GB RAMStorage: 00 MB available space
- Memory: 4 GB RAMStorage: 00 MB available space
- Storage: 00 MB available space
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