Update v1.8.0-beta
Rogue Customs » Devlog
With the massive roadblocks of motivation and Godot being past, it's time for another release.
There's nothing as major as it was in v1.7.0-beta, but a lot of the changes in this version are groundwork for further customization in the future. Think things like custom stats, item affixes, completely manually-drawn Floors, and special Floor tiles.
You could say that flexibility is this version's game.
Changes:
Game Engine
- Floor Layout Algorithms are no longer preset. Rather than rely on four possible Algorithms, now you can tailor every Floor Layout in any way you want.
- With customizable Floor Layouts, it's now possible to customize the Minimum and Maximum Room Sizes, rather than them being fixed at
5x5
(which, nevertheless, still remains as the absolute Minimum Room Size) and(Columns / 5) x (Rows / 5)
, respectively. - Sounds! Now certain events in the game will play a chiptune-like sound in order to make the experience a bit more lively.
- Fixed issue, injected in the last version, where it was possible to lose Hunger on the first turn after using the Stairs.
- Fixed issue where Actions that used the
TurnCount
flag as a condition may fire unexpectedly in the first turn after using the Stairs. - Implemented a system of Keys and Doors. Now you can set a Floor to lock Rooms with certain characteristics behind a Door, for which you have to find the Key to open it.
DealDamage
action has been expanded. It now has a Critical Hit system, which includes a new Locale to inform of it, plus it now uses two different Locales to signal whether the attack missed, or whether it landed but failed to deal damage (beforehand, both would trigger theOnFailure
event).OnStepped
has been removed from Items, as it was only used to inform when an Item could not be picked. Said information is now done via a Locale.- Items, Traps and the newcomer Keys are now treated as separate classes.
- Overhauled the Stat system by moving the logic to a separate class, allowing a potential custom stat feature in the future.
- Items can now properly passively modify a Character's stats, either by being Equipped (if it's a
Weapon
orArmor
) or by being in the Inventory (if it's aConsumable
).
Dungeon Editor
- Element Tabs have been refactored so that they are their own, independent, encapsulated controls. This also improves the performance of the WinForms Designer because it struggled badly with ScrollBars.
- The Console Representation Selector control now features the same Font as the Game Client's.
- The Dungeon Validator now has a Progress indicator, with both a Bar and a Label, to indicate where it's located, and to avoid giving the impression it froze.
- The Dungeon Validator now also tests Floor Layout Algorithms, at 100 times each, to check if it's possible to generate valid Floors with them.
- With the overhaul of
DealDamage
, the Editor will remove anyOnFailure
with only aPrintText
Effect that come after it (under the assumption they are just to inform the Attack failed), as it's now unnecessary.
Game Client
- Fixed issue, injected in the last version, where moving in diagonals in one turn was not possible.
- In the Inventory and Action Select windows, if one of the elements in the list had text that was too long, it will now shrink its Font Size to fit.
- The Inventory and Action Select windows have been made much wider.
- The Message Log screen will now properly initially scroll down to the end if there is too much text to display.
- The Inventory window now automatically displays an equippable Item's Damage or Mitigation in the Item's description.
- The Inventory window now displays the new passive Stat modifiers, as well as list all the Actions that are provided by the Item, in the Item's description.
- The Action Select window now automatically displays an Action's Accuracy (only if it's not 100%, and it will only pick the first Accuracy it finds that fulfills said condition) in the Action's description.
- The Player Detail window now shows the current inventory (albeit without descriptions).
- Fixed issue, injected in the last version, where attempting to start a new game after dying would leave the Player unable to move.
Dungeon JSONs from v1.7.1 are NOT compatible. Run them through the Dungeon Editor to be able to play in the new version.
Files
Rogue Customs.zip 64 MB
69 days ago
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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 v1.7.1-betaSep 01, 2024
- 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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