Update v1.7.1-beta
Rogue Customs » Devlog
Long time no see!
There has been a large gap where I had lost the drive to continue developing the game due to a lack of feedback, but recently I recovered the will to do so... in order to port the game to Godot 4. So long and thanks for all the fun, SadConsole, but it was time to learn a more complex and more versatile engine.
Changes:
Game Engine
- No longer bundled separately.
- Actions can now be set to be targeted on non-hallway tiles.
- New Function:
TransformTile
. Transform an inner Tile into a Tile of another type (as long as it makes sense - e.g. cannot convert a Floor Tile into a Hallway Tile, or convert a Wall tile onto a Floor Tile when it's next to an Empty Tile). - New Function:
PlaceTrap
. It spawns the specified Trap on the target Tile, and it's initially visible only for the owner and those allied to them. - NPCs will, whenever possible, try to avoid walking into visible Traps
- Fixed an issue where, with a Standard map generator, sometimes only one non-Dummy room was generated.
- Fixed a potential softlock if the game was trying to spawn an item when there are no unoccupied tiles left.
- Going in line with
TransformTile
, ranged abilities cannot be used if there's an obstacle between the user and the target, EVEN if their sight range is the entire room. - Items now have an
OnDeath
action. - A death now only happens if, at the end of the
OnDeath
actions, the character's HP is still 0. In other words, characters can now cheat death. - New Function:
GiveItem
. The user gives an Item to the target. It can even spawn an item out of thin air if needed. - New Function:
SpawnNPC
. It spawns the specified NPC on the target Tile, allied to the user. - New Function:
ReviveNPC
. The user revives a dead allied NPC in the target Tile. If there are multiple valid targets, it picks one at random. - Fixed issue where Actions meant to finish a turn when used didn't actually do that.
- Fixed a bug where Entities could spawn on occupied Tiles.
- NPCs can now have an AI Type. Right now it's either Random (the only behaviour the game had) and Smart (where the NPC will quantify the effects from their Actions to try to pick the better one).
- Equipping items refactored:
Equip
is no longer a Function but a feature intrinsic to Weapons and Armors. A new Locale,PlayerEquippedItem
was added to handle this. - New Function:
ResetConsoleRepresentation
. The user's Console Representation goes back to their default. - A new stat for Characters: Hunger. If they have Hunger enabled, once it reaches 0, they will continuously take damage until they die or replenish it.
- New Function:
ReplenishHunger
. The target's Hunger is recovered by a set amount (think like Apples in Pokémon Mystery Dungeon). - New Function:
RemoveHunger
. The target's Hunger is reduced by a set amount (think like Sweet Scent in Pokémon Mystery Dungeon).
Dungeon Editor
- No longer bundled separately.
- You can now copy and paste individual steps in an Action, or even between Actions.
- Action Step tree gives information on the most important parameters (without having to open details). Those parameters are highlighted in a different colour.
- Finally solved the full namespace issue in the code.
Console Client
- Gone. It will no longer be supported from this point onwards.
- The Client Installer is gone as well.
Dungeon Server
- Gone. It will no longer be supported from this point onwards.
- The Server Installer is gone as well.
Game Client
- Now there's a single client that runs on Godot 4. So far it only runs on Windows, but one of the reasons for it being ported to Godot is to eventually port it to Mobile, and (when it becomes possible) Web as well. The other would be to eventually add sprite and sound support.
- This Client has the same features as the Console Client as per the latest version, save for the following changes:
- The font has been changed to a new one that, while extremely similar, supports extended ASCII and text wrap without any issues.
- The ability to play with a hosted server has been removed.
- The language selector has been moved to the main screen.
- As a result, the Options screen has been removed.
- The Start a Dungeon screen now displays the Dungeons as a table rather than as a simple list.
- The Start a Dungeon screen now has a feature to add a new Dungeon from anywhere in your file system. No longer you need to manually add them into the "JSON" folder.
- The Game Screen's "YOU" panel now displays your Accuracy, Evasion and Inventory with no need to enter the Details screen.
- The Game Screen's "YOU" panel now displays stat modifiers with a different colour depending on whether it increases, reduces or does nothing.
- Rather than having separate buttons to aim to attack or to examine, now there's a single button to aim, and then separate buttons to either attack or examine the aimed target.
- Other minor UI changes.
Dungeon JSONs from v1.7.0 are compatible, but consider running them through the Dungeon Editor to include the new Locale.
Files
Rogue Customs.zip 63 MB
Sep 01, 2024
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Rogue Customs
A "Rogue Maker". A Roguelike where players create their own dungeons for others to play.
Status | Released |
Author | SuperSnivy |
Genre | Role Playing |
Tags | Moddable, Roguelike, Roguelite |
Languages | English, Spanish; Castilian, Spanish; Latin America |
More posts
- Update v1.9.0-beta35 days ago
- Update v1.8.0-beta69 days ago
- Update v1.7.0-betaNov 21, 2023
- Update v1.6.1-betaOct 20, 2023
- Update v1.6.0-betaOct 14, 2023
- Update v1.5.0-betaSep 30, 2023
- Update v1.4.0-betaSep 21, 2023
- Update v1.3.1-betaJul 06, 2023
- Update v1.3.0-betaJul 05, 2023
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