First release of Fraternities, and few words of explanation

November 2016: “more details soon”
May 2017: …still nothing here

There were details, but just not here. I moved my activity to my facebook page. The reason is simple: my English in not very good. I mean, writing long posts is very time-consuming and a bit tiring for me. I wanted to write shorter posts, but maybe more often – and Facebook is great place for such an activity.

That blog won’t be maintained anymore. I’m going to migrate to weebly in the near future. Of course, I will post here link to new webpage.

If you are following my facebook page, you know already that I’m working on new game. Infinite Dungeon was working title, first release is named Fraternities and it won’t change again.

Fraternities is freeware roguelike game designed to support user-created content and high level of customization. Most (in future: all) of game data is stored in easy to edit yaml files (that can be open with any text editor). It is possible to use up to 26 worlds / settings in the same time.
Player is member of brotherhood that discover and travel through different universes and timelines. For now, the game loop is rather simple: player uses special device to choose realm to explore, then starts dungeon diving, come back to the brotherhood’s headquarters to build new updates. Fraternities is based on meta-progress so character progression is erased between runs.

I just released first build of Fraternities, for both Windows and Linux machines.  That first build is just techdemo or maybe even proof of concept, so you should expect bugs, missing features, lack of balance, and general weirdness. But it was necessary for me to draw a line in order to share some progress.

So, I hope you’ll enjoy that small-ish release of Fraternities. Since today, every new build will be more and more complete 🙂

Help Jupiter Hell (DoomRL successor) pass throught kickstarter!

Hello all! I know I didn’t write here for half year. I was just out of space and out of time and out of everything, I didn’t manage to write single sensible line of code. But! I’m currently working on small, nice roguelike, you can see small updates on my facebook page. It’s called Infinite Dungeon and I promise, I’ll wrote summarizing post here soon.

But it’s time to cut the chase.

If you are here, you probably know DoomRL. But just in case: fast paced, rewarding, replayable, beautiful roguelike tribute to legendary ID Software’s shooter. Tons of achievments, lots of challange modes, great tiles, arresting soundset, nice system of ‘crafting’ and upgrading weapons… But the main reason why this game is so enjoyable is its fast and furious gameplay. Full stop, just download and play.

There is no secret that authors of DoomRL, ie ChaosForge, are working on new game currently. Jupiter Hell is supposed to be spiritual successor of their flagship product. And, to be honest, it looks awesome already – and it’s still in (pre)alpha state! Also ASCII mode will be suported. If you would like you can catch devteam streaming their efforts via twitch.tv every wednesday at 5pm UTC.

These guys are hard-working. They devloped whole new engine just for Jupiter Hell! But now, they need our help. JH’s kickstarter started yesterday. To be honest, 60000 GPH is pretty ambitious and, I’m affraid, a bit *risky* target for such a project – true roguelikes are still niche, after all. But it’s possible that I’m mistaken – during first day backers pledged ~14k GPB!

I just wanted to advertise their kickstarter campaign a bit. I pledged already for supporter, they deserve it – for long hours spent with DoomRL.

Spread the word!

Kickstarter | Jupiter Hell official website | Kickstarter teaser | Kickstarter trailer

Rogue with Purple Heart (7DRLC 2016) is finished!

Yeah, game is finished.

Although I have some concerns…  In my country is (ok, was when I write first info about finishing contest) 11PM now… I don’t know if I can post this as ‘success’. I announced starting 5 V, but I started 6 V. Anyway – here is this. Rogue with Purple Heart, 7DRL2016 build.

I didn’t include every feature what I want to include, but RPH is quite complete. For example, I wanted to make looting corpses mechanics (for VietCong related weapons and ammo). In the next release, I promise. I hope that post-campo build would be better balanced than first version.

Anyway – check, enjoy and send feedback!

direct download

download page

Rogue with Purple Hearh – middle of day 6

Rogue with Purple Heart is almost done. I should improve level generation (there is one, ‘all-time-straight’ path from left side of the map to the right side of the map; I tried to make level 100% passable by drunkard’s walk, but it works weird; some new attempts will be tested tomorrow), there are some issue about last level and I would like to make simple ‘perk’ system, but that’s all and it should be done tomorrow (or even today). One thing which affraids me it’s lack of playtesting, so lack of balance. This is reason why I ask for ‘date compartment’ clarification (on the roguetemple forums) – one day more would be ideal, it would be day only for polishing. Ouh, probably I will do special ‘post campo’ release.

Anyway, interesting things which are implemented already:

– simple ‘speed system’
– simple-but-significant differences between player’s classes (infrantryman/rifleman, scout marksman, reconnesaince man, machine gunner, sniper)
– balance and historical related differences between player (US Soldier) and enemies (Vietcong partizans), so player has better weapons, but enemies are just *better* in jungle fights

There are few design choices which I’m not sure. In most cases it’s about ‘realistic’ / ‘immersive’ choice. For example, word ‘sniper’ is associated with long range units, which are very dangerous. Machine guns usually link with weapons which are very dangerous due to ‘high dps’ / ‘high damage-for-bullet’ rate, but not necessarily as long range units. So, I think that more immersive gameplay is if sniper has longer effective range than machine gunner.
But, for example, as a matter of fact, M60 machine gun have (it depends, but let us assume that *a lot*) longer effective range than M40 sniper rifle.
Another choice is about M1 Garand reloading.

Some screenshots:
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Rogue with Purple Heart – days 1&2

So, truth is this that I started today. Purple Heart Rogue (yup, this is possible name) was announced yesterday and… This was end of my work yesterday. Few good, old friends (hello, Insimilion!) visited me so… So I have less time to complete challange.

Anyway – I made lots of technical related things today, but not very much stricte gamepley-oriented coding. About these second things: I finished scripts for *slightly random generation* of the first location (photo below) and last location (w/o photo, I don’t want to spoil too much). Also dungeon / locations generator is almost done, but I still have to solve some problems.

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Rogue with Purple Heart – 7DRL 2016

Hi! I didn’t write anything for month, but I’m still working on the tilesets for HumFallRL. They would be done later in March, but… we will see. This post is about 7 Day Roguelike Challange 2016. If you don’t know what is this, you could read article about it.

My entry should be simple game. Last year I take too large scope and this was very problematic for development in 7 days.

I decided to make game about Vietnam War. Yup, this 20-years-long conflict. But this would not be game about heroic acts. Player character is ordinary private who survive (and he’s probably only survivor, btw) ambush made by Vietcong.  You are wounded and you have to reach Medevac asap.

I’m going to insert some (rather as *spirit* factors, not gameplay or mechanics) platformer elements into quite traditional roguelike.

So, what do you think, what name is better? ‘Rogue with Purple Heart’ or just ‘Purple Heart’? I think that second one sounds better and ‘Rogue’ in title of the roguelikes is very generic thing, but what’s about google-ability, memorizing factor, etc?

More informations about contest is on the 7DRL blog. Also I have my own topic on roguetemple forums.

Tilesets for HumFallRL

Right now I’ve already moved on to a tileset making. It should be pretty easy… if you would use prepared tilesets, like DawnHack or amazing sets from Oryx. But I would like to make it on my own way.

So, I’m making new font-files for libtcod now. I want to make something beautiful so it’s hard work… I’m not very good at graphics. But – hey, I’m on way!

This will be one specific tileset in various sizes: 8×8, 12×12, 16×16, later 32×32, 64×64 and even 128×128. Of course larger tilesets would be prettier – because there is more space to adding details.

It’s early beta, but it shows the intended direction. The most annoying thing in tiled libtcod is this fucking black background under every tile which doesn’t filling the entire field… Removing this effect is a lot of work!

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PS. Hm, it looks a bit similar to U.S.A…