Silbereisen

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OverlordAdministratorLevel 10eurovision winner 2014 Rogue's Souls « on: June 21, 2012, 03:10:30 AM » Rogue's Souls



https://silberspiele.itch.io/rogues-souls











0.961 Changelog:



Code: -Made phantoms slightly less likely to spawn



-Fixed mouse movement

-Healing flasks should now correctly restore 50% of health

-Monster infighting should now work correctly

-Fixed an issue where selecting "cancel" in the graphics pack dialog would lead to a crash next startup







Hey peeps, this game has been my pet project since April 2012 now.  It's a roguelike and it's loosely inspired by Demon's Souls and Dark Souls as well Brogue and DoomRL.  The focus is on tactical combat.  The central mechanic is the stamina system used for things like attacking, blocking and running. 



The current version features 10 dungeon levels and no win condition.  Instructions can be found in-game by pressing F1 at any time.  Mouse controls are available. 



Tilesets by



Hey peeps, this game has been my pet project since April 2012 now.  It's a roguelike and it's loosely inspired by Demon's Souls and Dark Souls as well Brogue and DoomRL.  The focus is on tactical combat.  The central mechanic is the stamina system used for things like attacking, blocking and running. The current version features 10 dungeon levels and no win condition.can be found in-game by pressing F1 at any time.  Mouse controls are available. Tilesets by Jerom and Cow « Last Edit: May 27, 2017, 05:41:08 AM by Silbereisen » Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

Uykered Guest

Re: Rogue's Souls « Reply #1 on: June 21, 2012, 04:06:21 AM » This is pretty cool so far, looking forward to see it progress!  I put your tiles folder in the ascii one, they look nicer. 



Do you think you'll end up streamlining some of the controls?  Like just walking into stairs to go down them instead might be more intuitive.  Also I'm not sure if you can use potions yet, I tried selecting it with the letter then pressing "a" but it didn't do anything? 



I like how you lose souls over time too, so you don't just rest for ages.  Logged

Fallsburg







Fear the CircleCat





Level 10Fear the CircleCat Re: Rogue's Souls « Reply #2 on: June 21, 2012, 06:40:19 AM » Well you combined 4 of my favorite things, so how can I not check this out.  As for future custom tileset, I'd recommend going the Brogue route.  I much prefer a lush ASCII setting to most tiles (even nice ones like DoomRL's). 



I'll post back later when I get a chance to try this out.  Logged

Rube









Level 0 Re: Rogue's Souls « Reply #3 on: June 21, 2012, 07:42:39 AM »



I'm not so sure about the lack of upward staircases.  I assume this was done to stop scumming?  The problem with this method is that it removes control from the player, as the dungeon generator could plonk the player down on a new level surrounded by enemies, leading to unavoidable deaths.  I think Dungeon Crawl handles this better, which allows the player to backtrack but stores the state of all the levels so new monsters aren't generated upon going up/down staircases. 



I don't know if you just hadn't got around to adding line of sight yet, but roguebasin has some excellent I've been a sucker for roguelikes since the days of Zangband and Pernband, and an energy system could really add a lot of depth to what can often be a very hack-and-slash genre.  Mechanics like running using stamina, the same resource used for attacking, can introduce interesting decision making for the player. I'm not so sure about the lack of upward staircases.  I assume this was done to stop scumming?  The problem with this method is that it removes control from the player, as the dungeon generator could plonk the player down on a new level surrounded by enemies, leading to unavoidable deaths.  I think Dungeon Crawl handles this better, which allows the player to backtrack but stores the state of all the levels so new monsters aren't generated upon going up/down staircases. I don't know if you just hadn't got around to adding line of sight yet, but roguebasin has some excellent articles on the subject Logged

Silbereisen

Administrator

Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls « Reply #4 on: June 21, 2012, 03:05:20 PM »



Quote from: alastair on June 21, 2012, 04:06:21 AM Do you think you'll end up streamlining some of the controls?  Like just walking into stairs to go down them instead might be more intuitive. 

Yeah I thought about doing that but tbh I don't really like autousing stairs because it can be a bit confusing when you accidentally step on a staircase (or at least it is for me when I play Brogue lol).  Also, because you can't ascend dungeon levels in my game, it could have some pretty heavy consequences. 



Quote I'm not so sure about the lack of upward staircases.  I assume this was done to stop scumming?  The problem with this method is that it removes control from the player, as the dungeon generator could plonk the player down on a new level surrounded by enemies, leading to unavoidable deaths.  I'm actually trying to prevent stuff like this by not letting enemies spawn too close to the entrance.  As a matter of fact I had ascending floors in the game and the code is still there but there really isn't much of a reason to go back as is. 



Quote I don't know if you just hadn't got around to adding line of sight yet, but roguebasin has some excellent articles on the subject.  The game actually does use a very simple LOS algorithm for revealing the map (it's done chunk by chunk) and LOS is relevant for ranged combat and for monsters spotting you.  I read a few of the Roguebasin articles in the past but I'm still undecided as to whether I'll switch to a more complex algorithm in the future. 

Thanks for the feedback guys!Yeah I thought about doing that but tbh I don't really like autousing stairs because it can be a bit confusing when you accidentally step on a staircase (or at least it is for me when I play Brogue lol).  Also, because you can't ascend dungeon levels in my game, it could have some pretty heavy consequences. I'm actually trying to prevent stuff like this by not letting enemies spawn too close to the entrance.  As a matter of fact I had ascending floors in the game and the code is still there but there really isn't much of a reason to go back as is. The game actually does use a very simple LOS algorithm for revealing the map (it's done chunk by chunk) and LOS is relevant for ranged combat and for monsters spotting you.  I read a few of the Roguebasin articles in the past but I'm still undecided as to whether I'll switch to a more complex algorithm in the future. «  Last Edit: June 21, 2012, 03:14:26 PM by C.A. Sinclair » Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

Silbereisen

Administrator

Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls (minor update june 22) « Reply #5 on: June 21, 2012, 03:16:50 PM » Quote Also I'm not sure if you can use potions yet, I tried selecting it with the letter then pressing "a" but it didn't do anything?  You have to press a from the main game screen to bring up the "use" menu.  But that's actually a good call.  I just added some functionality that lets you use or equip items directly from the "i" screen while viewing their description.  I want to make the interface as accessible as possible for people who haven't been playing roguelikes for 10 years like me. 



Which is why I put together a new minor release today. 



Changelog:

-"Consumable" items like potions and soul vessels now stack in inventory

-Added functionality to use and equip items from the inventory screen

-Selecting an empty inventory slot no longer results in an error message



Download here:

You have to press a from the main game screen to bring up the "use" menu.  But that's actually a good call.  I just added some functionality that lets you use or equip items directly from the "i" screen while viewing their description.  I want to make the interface as accessible as possible for people who haven't been playing roguelikes for 10 years like me. Which is why I put together a new minor release today.-"Consumable" items like potions and soul vessels now stack in inventory-Added functionality to use and equip items from the inventory screen-Selecting an empty inventory slot no longer results in an error messageDownload here: https://dl.dropbox.com/u/3725770/roguessouls_0.32.rar Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

moi







DILF SANTA





Level 10DILF SANTA Re: Rogue's Souls (new minor update june 22) « Reply #6 on: June 22, 2012, 08:47:36 AM » nice, working fairly well, I find it a bit too difficult, but I am not usually a rogue player and I know these games are supposed to be hard, but the hunter should collect more arrows and melee combat becomes deadly very fast.  Souls also are a bit rare. 

I liked the area to exchange your souls against stats, It would be cool with more features like that and things to discover. 



My only problem so far is the "fog of war" or how the area suddenly appear, instead of being smooth. 

Also, I think several keyboard commands are redudant and might be mixed into one.  Logged subsystems subsystems subsystems

Silbereisen

Administrator

Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls (new minor update june 22) « Reply #7 on: June 23, 2012, 01:55:09 AM » Yeah the game isn't very balanced right now because I'm still at the stage where I'm implementing the core mechanics.  What I've thought about re: the hunter is giving him more arrows at the start of the game and then introducing a monster that has a relatively high chance to drop arrows on a later level.  I don't really want to alter the mechanics for the different classes because they're just meant to be starting packages, not to lock you into a certain playstyle.  I've noticed the lack of souls thing too so I guess I'll tweak the formulas a bit for the next release. 



The game will definitely have more "special" dungeon features like the altars later on.  NPCs (including merchants) and bosses are planned, for instance. 



What commands do you think are redundant?  Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

Silbereisen

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Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls (new minor update june 22) « Reply #9 on: June 27, 2012, 02:41:04 AM »



So yeah, originally the next feature I was going to implement was the magic system.  But because that's relatively large scale and I have study related things to do at the moment, I decided to postpone that in favor of two smaller features: Water and knockback. 



Knockback chance is determined by the attacker's weapon weight (which also determines stamina damage on blocking btw) vs. the weight of the defender's gear.  Right now, you can only get knocked back one square but maybe that'll change in the future. 



Water essentially acts like an obstacle (i.e. like a wall) but getting knocked into it results in death.  Some monsters (such as bats) have the ability to move through or over water.  I'm planning on maybe implementing some kind of swimming mechanic later on as well writing an algorithm that randomly "floods" certain parts of the map during level gen. 



There are still a few bugs left to iron out but I'll release a new build once that's done So yeah, originally the next feature I was going to implement was the magic system.  But because that's relatively large scale and I have study related things to do at the moment, I decided to postpone that in favor of two smaller features:andKnockback chance is determined by the attacker's weapon weight (which also determines stamina damage on blocking btw) vs. the weight of the defender's gear.  Right now, you can only get knocked back one square but maybe that'll change in the future. Water essentially acts like an obstacle (i.e. like a wall) but getting knocked into it results in death.  Some monsters (such as bats) have the ability to move through or over water.  I'm planning on maybe implementing some kind of swimming mechanic later on as well writing an algorithm that randomly "floods" certain parts of the map during level gen. There are still a few bugs left to iron out but I'll release a new build once that's done Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

Silbereisen

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Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls « Reply #10 on: July 03, 2012, 05:02:45 AM » Decided to postpone the new build a bit because i just started working on bosses the other day and thought that would make for a more interesting release. 



I initially wanted to have fixed "setpiece" bosses but then decided that those don't go together with roguelikes very well, so I'm going the Crawl etc.  route of having the bosses spawn in the regular levels.  You'll get the same bosses every game, but the dungeon levels they spawn on vary. 



Also made monsters drop souls based on an individual stat as opposed to their level and made stat upgrades for the player cheaper.  I'll also probably reduce the number of altars because as it stands you can't even use half of them due to lack of souls. «  Last Edit: July 03, 2012, 06:57:19 AM by C.A. Sinclair » Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

st33d Guest

Re: Rogue's Souls « Reply #11 on: July 03, 2012, 06:52:42 AM » I personally went with a pool of preset bosses to randomly choose from and some more randomly generated champions.  Worked out quite nice that way.  Logged

Silbereisen

Administrator

Level 10







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OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls « Reply #12 on: July 05, 2012, 10:59:21 AM » Yeah optional bosses are something I'm planning as well.  I want to tie them to the NPCs once they're in.  So yeah the boss system is set up for now as is the first boss (also an excuse to code some new monster special abilities). 



Anyway I just started working on the magic system today so that'll probably be in the next build as well.  You have a limit of how many spells you can memorize based on your magic stat (max 5).  You memorize spells from scrolls you find in the dungeon.  Each spell has a limited number of uses that regenerates slowly over time and/or can be restored using potions.  Spells also cost stamina to cast and their effects scale with your magic stat to varying degrees.  Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

Silbereisen

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Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls (new build) « Reply #13 on: July 08, 2012, 09:16:49 AM »



Here's the link:

http://dl.dropbox.com/u/3725770/roguessouls_0.4.rar



And this is the full changelog:

Quote -Added magic system

-Added bosses

-Added water and bridges

-Added knockback in combat

-Added new monsters, items and dungeon tiles

-Added 2 new starting classes: The sorcerer and the cleric



-Changed player movement: It isn't possible to move between diagonally between 2 adjacent walls now

-Player now gains souls from slain monsters based on an individual stat as opposed to the monster's level

-Increased overall gain of souls

-Decreased levelup costs

-Reduced number of altars

-Slightly increased HP regeneration



-Game now returns to title screen after death instead of exiting

-Fixed an inventory-related bug

-Various other bugfixes and tweaks

Please tell me if you discover any bugs, balance problems etc.!  OK, version 0.4 is out!  The main changes here are the magic and boss systems as well as water and knockback and a change in player movement.  I also added 2 new starting classes and expanded the manual to explain combat and magic mechanics better. Here's the link:And this is the full changelog:Please tell me if you discover any bugs, balance problems etc.!  Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

rdein Guest

Re: Rogue's Souls (new build) « Reply #14 on: July 08, 2012, 10:24:10 AM »



i was initially angry at the controls (so many spread letters i had to learn) but then after 5 minutes i got used to it

then



i got to a level without an exit (stairs).  it had a bunch of chests and soul altar, if that helps any bit



i am stuck so here is an screenshot of my progress







keep working on it.  i really want to see more etc.  more classes more everything

it sucks that i want this game to be able to save progress, but it's a roguelike.. love this love letter to dark soulsi was initially angry at the controls (so many spread letters i had to learn) but then after 5 minutes i got used to ittheni got to a level without an exit (stairs).  it had a bunch of chests and soul altar, if that helps any biti am stuck so here is an screenshot of my progresskeep working on it.  i really want to see more etc.  more classes more everythingit sucks that i want this game to be able to save progress, but it's a roguelike.. Logged

Silbereisen

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Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls (new build) « Reply #15 on: July 08, 2012, 10:57:07 AM »



the issue you ran into isn't a bug, you're the first person other than me to ever "beat" the game, congrats! 



there's only 5 dungeon levels and no "WINNER IS YOU" screen as of now.  maybe i should put something like that at the end of the game so people don't get confused. 



yeah as i said in the OP, mouse controls are definitely planned for the future.  i'm aiming for maximum interface accessibility.  i'm also considering letting players navigate the menus using the arrow keys in addition to the traditional roguelike interface i have now.  thanks!the issue you ran into isn't a bug, you're the first person other than me to ever "beat" the game, congrats!there's only 5 dungeon levels and no "WINNER IS YOU" screen as of now.  maybe i should put something like that at the end of the game so people don't get confused.yeah as i said in the OP, mouse controls are definitely planned for the future.  i'm aiming for maximum interface accessibility.  i'm also considering letting players navigate the menus using the arrow keys in addition to the traditional roguelike interface i have now.  Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

rdein Guest

Re: Rogue's Souls (new build) « Reply #16 on: July 08, 2012, 11:05:51 AM » what fuck you



i'm feeling like a king now



well really, i thought it would be like 100 levels long and i would get to build a supreme godslayer knight riding on a flying medusahead



sniff, my dream is destroyed



seriously make it longer!  also, it was really easy (maybe i got lucky?).  the only problem i ever had was with a The Corrupted battle where i almost died (but flasked in time, with style)



definitely do the arrow key thing so you can examine tiles (monsters/items). 



there is much potential to this so it cant be only 5 floors long!!  it cant!! 



oh well but if you want... Logged

Silbereisen

Administrator

Level 10







eurovision winner 2014





OverlordAdministratorLevel 10eurovision winner 2014 Re: Rogue's Souls (new build) « Reply #17 on: July 08, 2012, 11:18:01 AM » more content is coming lol.  5 levels is definitely not what's going to be in the finished version.  i'm aiming for something like 20-25. 



keep in mind that i'm basically still at the phase where im implementing the core features (though NPCs and merchants are the only one that's left atm so..).  right now im just making new content as i go along, mostly to test stuff (which doesn't imply that the content i have so far is placeholders). 



o and you CAN examine tiles already.  just press "v" to enter lookmode.  though a permanent lookmode cursor controlled by the arrow keys might be good if that's what you mean. «  Last Edit: July 08, 2012, 11:23:15 AM by C.A. Sinclair » Logged The Strongholds of Silberland: Puzzly board game inspired Roguelike

Fallsburg







Fear the CircleCat





Level 10Fear the CircleCat Re: Rogue's Souls (new build) « Reply #18 on: July 08, 2012, 12:05:06 PM »

1) I love the stamina system. 

2) Dungeons are a bit wonky right now.  e.g. Doors that go nowhere, doors that when opened provide sight to rooms that they aren't connected to. 

3) This is a personal preference thing, but I don't like how you handle corner movement.  I prefer

[email protected]

..g

Such that the player and the goblin can't interact.  It just feels more correct to me, but I know that it is a matter of personal taste. 

4) It needs balancing, but seeing as it is feature incomplete that is understandable. 



This is on the old version, I'll give the new one a shot soon. 

Ok, my thoughts:1) I love the stamina system.2) Dungeons are a bit wonky right now.  e.g. Doors that go nowhere, doors that when opened provide sight to rooms that they aren't connected to.3) This is a personal preference thing, but I don't like how you handle corner movement.  I prefer..gSuch that the player and the goblin can't interact.  It just feels more correct to me, but I know that it is a matter of personal taste.4) It needs balancing, but seeing as it is feature incomplete that is understandable. This is on the old version, I'll give the new one a shot soon.  Logged