Thursday, May 13, 2010

Rouge: Version 0.1.4

It's public release o'clock.

Necessary caveats:
  • The Mage class is more or less useless, as there are no spells. For now, call it "hard mode"
  • The dungeon caps at 300 floors, but I don't think anybody'll get that far. There's no 'goal' to the game as of yet
  • Magic items are actually kind of boring
  • Enemies are phenomenally stupid. They can't step on stairs (headache-related reasons). They can't pick up or equip items
  • Lots of things need balancing. Some items are far more useful than others. Numerous formulae need to be scrapped and redone entirely 
  • There's no way to save the game yet
That said, I won't bemoan stuff too hard. Here it is:

Windows: .zip .7z
Linux: .tar.gz

Tuesday, May 11, 2010

Somebody Save me

Saving. Hooboy.
This is gonna suck.

To save something, everything important must be written to a file. Every letter in a file takes up a byte of hard drive space.

Friday, May 7, 2010

Balance in all Things

Today I'd like to talk about my idea behind Rouge's game balance.
More specifically, how there won't be any.
Oh don't look at me like that. The game will be perfectly playable (you know, when I eventually start releasing the bloody thing), it's just that, beyond the first floor of the first dungeon, any challenge the player faces will be effectively self-imposed.
I'm basically taking the Fable approach to balance.