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Day 1

zM3am.jpg


Spent today learning the interface and remaking RMXP's functionality. Movement, animations and collisions work; nothing exciting yet. I'll post a build of the game each time I get stuff done, but this is one is only really useful as a reference.

http://bb.xieke.com/files/rogue.capx
 
seven":23l5slfn said:
Day 1

zM3am.jpg


Spent today learning the interface and remaking RMXP's functionality. Movement, animations and collisions work; nothing exciting yet. I'll post a build of the game each time I get stuff done, but this is one is only really useful as a reference.

http://bb.xieke.com/files/rogue.capx

The intent of the RMXP RTP license is for you to not use RTP graphics outside of games made with RPG Maker :P The wording is a little foggy, but it says something to the effect of "you can distribute the graphics with the GAME". GAME is in caps like previously defined terms are, only GAME is never actually defined in the license.

Well, anyway, if this is just placeholder graphics, probably not a big deal, but I'd recommend you change them at some point.
 
DeM0nFiRe":db1jgy1y said:
The intent of the RMXP RTP license is for you to not use RTP graphics outside of games made with RPG Maker :P The wording is a little foggy, but it says something to the effect of "you can distribute the graphics with the GAME". GAME is in caps like previously defined terms are, only GAME is never actually defined in the license.

Well, anyway, if this is just placeholder graphics, probably not a big deal, but I'd recommend you change them at some point.

There are quite a few games on the XBL Arcade that use RM* graphics, and I've seen at least one on Steam, and a couple on the Wii as well. Which goes to show that while the license is there, and the intent is there, Enterbrain does jack shit to enforce it.
 

onzephyr

Awesome Bro

seven":1wfewjv2 said:
hi again guys.
I like some of the concepts unique to roguelikes (i.e. procedural generation, permadeath, complex interactions between mechanics) but the genre remains obscure because of a steep difficulty curve. My plan is to re-envision its better qualities while making it less esoteric: I hope to create a user-friendly UI, an intuitive control scheme, graphics, and level design that teaches through play, without losing too much of the genre's complex strategy and replay value. I don't know how close I'll get to that, but it should lead at least lead to an interesting prototype. More developments as they develop. :eek:

With you 100% on why the genre is great but remains niche. And with a goal like that i'll be checking back eager to try your game out. Good luck on the design goal!
 
Personally, I remember that you're well within your rights to use the RTP whereever you want if you purchased it before, meaning on Steam, in a project like this (that is noncommercial anyway), or the like. I might be wrong, but that's my last information.
 
ScirraTom":1p2ubxtd said:
Love the artwork so far, I have a soft spot for pixel art :)
The art was actually made by some friendly Japanese people.

DeM0nFiRe":1p2ubxtd said:
RTP, copyright, etc.
It is placeholder art, but I don't know when I'll replace it; I'm no artist, and copyright isn't a big issue for a one-month project.

onzephyr":1p2ubxtd said:
:heart:
 
Hey cool stuff! I quite liked roguelikes back in the day. I was 6 years old when they were around. Looking at the dungeon generation is getting me excited. I'm looking forward to playing this game once you're done! :D
 
Hey one thing I noticed though... will you be able to finish making the rest of the game with the constraints of the free version? (max 100 events) I notice that you're on 69 events already (global variables also count as events) :S
 

Tuna

Awesome Bro

I'm very interested in seeing how this progresses. Do you intend to follow the standard roguelike formula and randomize most of the game's elements?
 
Tuna":2nkqn2in said:
Do you intend to follow the standard roguelike formula and randomize most of the game's elements?

There is procedural generation, but I wouldn't consider that formulaic; it's a mechanic that can be explored or interpreted in many different ways. Time restrictions and the event limit mean there probably won't be an inventory system before the 30th, so randomness will be limited mostly to dungeon and enemy generation. Even so, I should be able to do enough with those to make the game interesting. You might be surprised!
 
Day 10

O5L5q.jpg


Rewrote the dungeon generation algorithm. This uses more events, but I'm much happier with the result: rooms and corridors are much less stringent, and the same code can be used to generate any number of new features or terrain. Webs and water are implemented as examples, but from here generated dungeons can be made much more diverse, and more quickly.

http://dl.dropbox.com/u/25752478/rogueday10.zip
 
Hey Seven, I'd really like a chance to playtest a demo of this, but you posted a ZIP file containing your CAPX, when we're looking for you to link to your game itself, as an HTML file.

Basically you just export your game, and upload what it exports, then link us to the HTML file -- it will load in our browser window.

You'll get a lot more replies about it if you make it easy to play :D
 
sorry ven, I didn't realize downloading the .capx was perceived as a bar to entry; I'll upload an exported version with the next build. also I'll clean up the first post a little. I've been so busy between work and developing the game, I haven't had much time left over. :x
 

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