This year's Annual Roguelike Release Party managed to sneak up on me and I didn't quite manage to get a new release out for it. I rescheduled for the next (the past) weekend and missed that deadline too as I ended up going for a double release and debugging two games is twice as much work. Especially if one has an unexplainable bug.
Showing posts with label roguelikes. Show all posts
Showing posts with label roguelikes. Show all posts
Sep 25, 2017
Sep 18, 2016
ARRP 2016: Rogue Effect v0.9 Released
Damn. It has actually been a full year since the last release of Rogue Effect. This version is a pretty good one, though -- almost feature-complete. I quite couldn't get saving/resuming in as I was trying to get rid of two major bugs that keep resurfacing: Biotic Charge crash and occasional infinite loop when going to score screen after game end.
May 8, 2016
Drakefire Chasm Downloadable Again
Dropbox decided to disable Drakefire Chasm's download link(s) (and to my files in general for too much traffic?). I don't know why exactly but maybe it was the trojan false positive many antivirus software have started detecting in the latest version since last summer that had something to do with it.
Labels:
7drl,
blog stuff,
dfc,
libtcod,
rogue effect,
roguelikes
Mar 6, 2016
Third Time's the Charm (I Hope)
I'm a bit hesitant to make this post given how my attempts at the 7DRL Challenge for the last three years have been seriously lacking in success. I didn't even bother declare the failures for the last two since they really got no where before I gave up.
Sep 20, 2015
ARRP 2015: Rogue Effect v0.5.5 Released
I got to working on this release only on last Friday and thus didn't quite get everything in I had planned. But I didn't want the Annual Roguelike Release Party go by without a release, especially since it's been so long since I have gotten anything out. So here's Rogue Effect v0.5.5.
Mar 8, 2015
7DRL Announcement: Checkmate in Rouge
After much thought, I eventually ended up taking part in this year's 7DRL Challenge. During the past week, my original idea grew so far beyond of what I would want to attempt to create in seven days that I decided to ditch it. That left me without a plan and thus the hesitation.
Dec 31, 2014
Rogue Effect v0.5 Released (Happy New Year's Eve)
It's time for a release again. It's long overdue and the next one will probably take just as long. So don't hold your breath. I do plan to get Rogue Effect to 1.0 during the next year, though. And I sure do hope I succeed 'cause I'd really like to work on something else for a change.
Sep 21, 2014
ARRP 2014: Rogue Effect v0.4 Released
People seem to have forgotten this year's Annual Roguelike Release Party. It should be this weekend as it's been six months from the 7DRL Challenge (or so I've been told). Maybe someone should've put up a page for it on Roguebasin. Maybe that someone should've been me. I was going to but never did. And now it feels a bit too late...
Jul 27, 2014
Rogue Effect v0.3 Released
I always feel like I've forgotten something I wanted to write on a release post. This time is no exception. But no matter; it probably wasn't anything too important. What is important, is that the new version of Rogue Effect is here. And finally a version one can call a game.
Mar 10, 2014
7DRL Announcement: AliceRL
To continue with my recent "theme", I'm attempting to make a roguelike version of an EA published game(s) in this year's Seven Day Roguelike Challenge as well. AliceRL (or Alice the Roguelike) will be based on American McGee's Alice and Alice: Madness Returns. Probably more on the former.
Mar 8, 2014
Rogue Effect v0.2 Released
Four months since the initial release and the first level is still the only one Rogue Effect has. I can't say I'm happy with the progress. I have, however, enjoyed the time I have spent creating Mass Effect 3 style menus with libtcod. Quite satisfying.
Dec 31, 2013
Drakefire Chasm v1.3.2 Released
I ended up playing Drakefire Chasm during christmas and decided to fix couple bugs I encountered while doing so. Not a huge list of changes but still somewhat a surprise release for a game I thought not to work on anymore.
Nov 8, 2013
Rogue Effect v0.1.0 Released (Happy N7 Day!)
The end of October managed to slip by without a release. The N7 Day was too an appropriate date to miss, however. Thus I decided to put at least something together. (Let's pretend it's still Thursday here.) And so here it is; the first release of Rogue Effect.
Sep 22, 2013
No ARRP Release This Year
Unfortunately, this year's Annual Roguelike Release Party happens without a release from me. Rogue Effect isn't quite ready for that yet. It is in a fairly good shape, however. In fact, just this week there was a big leap in progress as my simple level generation method turned out to create satisfactory maps with very little effort. I'd expect a release before the end of October.
Mar 17, 2013
7DRL 2013: Failure
No luck this year. The reason for failure was definitely my indecisiveness. I just couldn't settle on the game mechanics; how much I should borrow from Mass Effect 3 or should I stay in-universe and try to stay faithful to the source material as much as possible.
Mar 10, 2013
7DRL Announcement: Rogue Effect
This year I will attempt to make a sci-fi themed seven day roguelike. It will be heavily inspired by Mass Effect 3's multiplayer, which I've been playing the past year. The civilizations of the galaxy will call the game... Rogue Effect. (dun dun dunnn)
Jan 31, 2013
Monthly RL: Tales of Maj'Eyal
I thought I should get back to playing those roguelikes. And what would be a better game to start with than the one that has won the Ascii Dreams Roguelike of the Year title three times in a row and is now finally out of beta.
Dec 17, 2012
Drakefire Chasm v1.3.1 Released
'Tis a fairly small release, though I did finally manage to track down certain targeting bug that has been in the game since the beginning.
Sep 16, 2012
2012 ARRP: Drakefire Chasm v1.3 Released
Here's my release for the 2012 ARRP: Drakefire Chasm v1.3
Sep 3, 2012
Those Monthly Roguelikes...
I've tried a handful of roguelikes over the summer but with each of them I very rapidly got a feeling of not wanting to play them, and just quit. And writing about a game one haven't even played for half an hour is dumb in my opinion. So I guess fun and games are on hiatus till I stumble upon a roguelike that actually makes me want to play it.
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