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RogueLife


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#1 True Valhalla

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Posted 02 August 2011 - 12:20 AM

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This game was made in 72 hours for the GMC summer jam, based on the theme "live". There is plenty of room for improvement, and I welcome any feedback :)

Screenshots

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Random World Generation

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Play!

Download RogueLife
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If you take the time to download and play this game, please take a moment to leave a comment :)
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#2 Furritus

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Posted 02 August 2011 - 12:56 AM

It was ok, but it needs content. I felt like i was wandering aimlessly, and fighting monsters brought me no rewards.

Edited by Furritus, 02 August 2011 - 01:16 AM.

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#3 True Valhalla

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Posted 02 August 2011 - 01:01 AM

It was ok, but it needs content. I felt like i was wandering aimlessly, and fighting monsters brought me no rewards.


I agree, it does need some "reward" - just didn't have enough time to add a leveling system or looting unfortunately.

Thanks for playing!

Edited by True Valhalla, 02 August 2011 - 01:33 AM.

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#4 ador862

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Posted 02 August 2011 - 01:18 AM

First Jam ever and I was both scared and exhilarated seeing your game in the DevLog thread xD

I know I prolly won't be winning, but seeing the quality of your work really drove me to do my best too changing my art style to hand-drawn, and I'm glad I've learned from this jam :)
So now that I'm not in crunch mode no more, I can indulge in gaming again, and I really wanted to try yours first :D

Great work TV!

It would be nice of you, if you could check out my game too :)
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#5 True Valhalla

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Posted 02 August 2011 - 01:34 AM

First Jam ever and I was both scared and exhilarated seeing your game in the DevLog thread xD

I know I prolly won't be winning, but seeing the quality of your work really drove me to do my best too changing my art style to hand-drawn, and I'm glad I've learned from this jam :)
So now that I'm not in crunch mode no more, I can indulge in gaming again, and I really wanted to try yours first :D

Great work TV!


Thanks, that means a lot to me :) Please let me know what yo u think of the game when you get a chance to play!

It would be nice of you, if you could check out my game too :)


Absolutely :) When I try to download it keeps getting corrupted?

Edited by True Valhalla, 11 August 2011 - 12:02 AM.

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#6 ador862

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Posted 02 August 2011 - 08:48 AM

I really liked the retro aesthetic :D
It's colourful and doesn't feel restrictive at all, and for a Rogue, it was fun getting to go near enemies to see what they do :P

I liked all the designs, and the colour choice on the tiles made the overall game look good without being garish :)

Exploring was fun, and I really liked your PCG, it was pretty fast and had good results :)
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#7 Fireball16

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Posted 02 August 2011 - 10:41 AM

Well, Im disapointed, it seems as if the gamehas mo real pupose, sure the level generator woorks amazingly well. But Thera no real pupose. Also changing the players sprite into on where his bottom half is blue when he's in the water wasn't your best idea ever.

Final Verdict:
Very nice, the coding for this game must have been imense. But sadly we don't see that 2/5
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#8 True Valhalla

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Posted 02 August 2011 - 09:34 PM

I really liked the retro aesthetic :D
It's colourful and doesn't feel restrictive at all, and for a Rogue, it was fun getting to go near enemies to see what they do :P

I liked all the designs, and the colour choice on the tiles made the overall game look good without being garish :)

Exploring was fun, and I really liked your PCG, it was pretty fast and had good results :)


Thank you! I feel like there's a lot further I could go with the PCG, and it's really opened my eyes to its potential. I'm glad you enjoyed the game :)

Well, Im disapointed, it seems as if the gamehas mo real pupose, sure the level generator woorks amazingly well. But Thera no real pupose. Also changing the players sprite into on where his bottom half is blue when he's in the water wasn't your best idea ever.

Final Verdict:
Very nice, the coding for this game must have been imense. But sadly we don't see that 2/5


That's a pity because, yes, there really is a lot of work behind this base. The game is very far from what I'd consider finished, but the GMC jam is about prototyping and not necessarily finishing a game, so to me I got the game into an acceptable state for the 72 hours. I'm sorry you didn't enjoy it.

Thanks for the comments!
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#9 Desert Dog

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Posted 02 August 2011 - 11:24 PM

I may be a bit biased since it only managed 18 fps on my computer, but gameplay is a bit slow. You know what, I think I'd have stuck with instant movement, rather than the 'slide' to the next square. pres pres pres pres, and if you hold, it'll execute key presses quickly (but not every step!)

Game neeeds an objective. Even if it's just a massive enemy, which you have to level up to kill.

But 72 hours? Really good work here. Bet you had fun with the pro-gen. :)
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#10 True Valhalla

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Posted 03 August 2011 - 04:54 AM

I may be a bit biased since it only managed 18 fps on my computer, but gameplay is a bit slow. You know what, I think I'd have stuck with instant movement, rather than the 'slide' to the next square. pres pres pres pres, and if you hold, it'll execute key presses quickly (but not every step!)


Instant movement is something I'll consider if I continue work on this. I was going for more "mass appeal" for the comp entry, so I figured I'd give smooth movement + animation a try. It turned out OK, but presented some issues and truthfully I'd probably prefer instant movement too.

But 72 hours? Really good work here. Bet you had fun with the pro-gen. :)


Thanks DD, and I definitely did. Thanks for the comment :)
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#11 YellowAfterlife

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Posted 03 August 2011 - 05:38 AM

Smooth movement have looked nicer. However it felt so slow that got me cheating (using speedhack) to increase game's speed by factor of two (to say, increasing further caused fps drop, which was very strange for a small game).
Lack of items or level-ups (second would take less than half-of-hour to add, huh?) could have increased replayability.
For now, the only interesting thing in this game is [pretty much] procedural generation of terrain.
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#12 Chris Vergilio

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Posted 03 August 2011 - 06:49 AM

That GUI! During the game! I have yet to figure out how to do that!
On-Topic: Great game, I really enjoyed it :) Gave me more inspiration for my game :D

EDIT: HUD is what I meant... sorry lol

Edited by Chris Vergilio, 03 August 2011 - 06:51 AM.

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#13 True Valhalla

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Posted 03 August 2011 - 07:32 AM

Smooth movement have looked nicer. However it felt so slow that got me cheating (using speedhack) to increase game's speed by factor of two (to say, increasing further caused fps drop, which was very strange for a small game).
Lack of items or level-ups (second would take less than half-of-hour to add, huh?) could have increased replayability.
For now, the only interesting thing in this game is [pretty much] procedural generation of terrain.


Haha, I didn't think it was THAT slow. At least at 30FPS anyway.

Thanks for the comment, I'm glad at least the procedural generation was up to scratch - that was my main focus during development.

That GUI! During the game! I have yet to figure out how to do that!
On-Topic: Great game, I really enjoyed it :) Gave me more inspiration for my game :D

EDIT: HUD is what I meant... sorry lol


I had some trouble with the interface at such a low resolution and I had to make my own font since all the ones I tried didn't work, but it got there in the end. It's a bit unattractive but serves its purpose :)

Thanks for the comment, and I'm very glad you enjoyed the game!
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#14 JonathanPzone

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Posted 04 August 2011 - 11:01 PM

Nothing quite like exploring the world poisoned and punctured, leaving a generous amount of blood in my trails.
So much blood

But yeah, it runs smooth for me. I don't have any complaints about movement speed, as I know when/if you add more content, there will be more stuff to fill the gaps.

I also didn't really know what the wells were at first. I had the misfortune of stumbling upon a green one first and found that I had consumed an entire well full of poison, what an inconvenience. Then I found a blue one, and thought it was water. I don't know if I am, but when I drank it dry, it healed me so I assume so.

Upon reaching a red one, I was a bit apprehensive with my previous experiences, as I have already found one that healed, and I know the consequences of drinking abandoned wells in the middle of plain full of demons and goblins, especially one that looked like it was full of blood.

But against my better judgement I consumed that well full of blood. And I assume it was tasty, as it also healed me. I don't know why I couldn't just drink my own, there was plenty there. But now I feel bad: Imagine how hard those monsters had to work to fill those things, and where did they get the funding and support? As far as I can tell, the only ones capable of constructing are goblins and demons, but those don't seem to be the most compliant of beings.


I may just be looking into this too much, though. If you built on this, I could see this being a game I would really enjoy. :snitch:
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#15 True Valhalla

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Posted 04 August 2011 - 11:54 PM

<snip>


I found myself really enjoying reading your comment! It sounds like you got exactly the sort of experience I was going for...that made me smile :)

Thanks so much playing and posting.
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#16 reticle2020

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Posted 08 August 2011 - 07:25 PM

Very cool! It's definitely a fun little game and has a lot of promise, would be nice to see some weapons and armor or other items/pickups make it in to the game :D

I was wondering if you'd be willing to inform us a little about how you made the random level generator? Or even point me in the direction of some information on how one would create one? It's for an upcoming project and and still fairly new with GMK

Thanks
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#17 NinjaBril

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Posted 09 August 2011 - 08:35 PM

played it, love the concept. I agree with everyone else here in the fact it needs more content. But this game has major potential! Maybe even like a guide for the first few minutes of gameplay? I was thrown into that world and told to explore, but was unsure exactly what I was looking to explore for and what to do if I came across x and or y.

Maybe even a legend? unless of course this is a trial and error game :D
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#18 storkEXEC

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Posted 10 August 2011 - 12:57 PM

I clicked your sig because it said "Learn how to make an online game." This is not an online game tutorial, so I think that's breaking the rules and shouldn't be allowed.
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#19 True Valhalla

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Posted 10 August 2011 - 11:10 PM

Oops. I changed the graphic but not the link lol.

Fixed now.

Very cool! It's definitely a fun little game and has a lot of promise, would be nice to see some weapons and armor or other items/pickups make it in to the game :D

I was wondering if you'd be willing to inform us a little about how you made the random level generator? Or even point me in the direction of some information on how one would create one? It's for an upcoming project and and still fairly new with GMK

Thanks


Thanks! The procedural generation is something I couldn't really explain without going into a lot of depth, but it's very rough. All the information I found was, to be honest, not that useful for something like this, but a Google search for "procedural generation tutorials" should suffice.

played it, love the concept. I agree with everyone else here in the fact it needs more content. But this game has major potential! Maybe even like a guide for the first few minutes of gameplay? I was thrown into that world and told to explore, but was unsure exactly what I was looking to explore for and what to do if I came across x and or y.

Maybe even a legend? unless of course this is a trial and error game :D


Thanks! Yeah, it kinda is a trial & error game...a lot of roguelikes are like that. I like the idea of exploring new environments and not knowing what everything does :P

Edited by True Valhalla, 10 August 2011 - 11:16 PM.

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#20 reticle2020

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Posted 13 August 2011 - 01:03 AM

I did search for Procedural Generation and found some interesting info, some of which is a little complex for my feeble brain :P Thanks for the info though!
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