The struggle between the Belmont and Dracula comes from distant times, the legacy of the vampire killers, armed with mystic weapons to protect mankind from the Dark Count, Dracula. Some years ago, it was the turn of Christopher Belmont, to take his place on the history of his family, and fight his fate on the castle of chaos. He emerged victorious, and the land was saved...
De slashie : https://blog.slashie.net/ via reddit
FireTail is a turn-based roguelike game with a theme of fire and ice. It features unique mechanics centred around the trail of fire you leave as you move around the frozen world. The game is challenging, tactical and very punishing in difficulty. Approach with caution.
Interesting mechanics:
Tiles are by Oryx and the game runs in the T-Engine.
Rogue Effect is a sci-fi themed 2D ASCII* roguelike based on Mass Effect 3 and, more specifically, its multiplayer component. (Though Rogue Effect is solely a singleplayer experience.)
You play as an N7 operative infiltrating a Cerberus base on planet Sanctum. Your goal is to make it through 11 levels while fighting Cerberus forces and completing secondary objectives.
Rogue Effect is programmed in C++ under libtcod aka The Doryen library.
Delver is a first person action roguelike in development for Windows, Mac, Linux, and Android devices.
Oh mais c'est sympa ça !
In January, I first pushed my lock-and-key puzzle generator, Metazelda, to github. Since then, I’ve had lots of ideas for how it could be simplified or improved.
Adventurer Lenna sets out on a quest to hunt down the Archangel that disembowelled her bright young students. Armed with discarded weaponry, divine artifacts, and blood-thirsty pets, she soon becomes mankind’s only hope for survival.
Lenna’s Inception is an action-adventure game with procedurally generated locations. It has a Gameboy-like aesthetic and a top-down view. The gameplay consists of action-driven combat segments, seeking out new items and upgrades, and solving simple puzzles.
What is Out There?
Out There is a hard sci-fi space exploration game blending roguelike, resource management and gamebook mechanics.
You are an astronaut awaking from cryonics not in the solar system, but... out there... in a far and unknown place of the galaxy. In Out There, you will have to survive, tinkering your ship with what you can gather drifting in the void, and spot garden planets to refill your oxygen supply.
Space is an hostile place ; dangerous and mysterious adventures will mark each step of your travel. You will not only meet intelligent species that won’t care about you, but also deal with ancient powers linked to your destiny and the fate of mankind itself.
Survival and understanding of what is really at stake in the galaxy is the core of what Out There has to offer.
Roguelike realization of classic Elite space game.
Sub Commander is a free, independently developed roguelike submarine simulator with an emphasis on realism and freedom of choice. Originally, the game was envisioned to be a kind of cross between Dwarf Fortress and the film K-19 The Widowmaker but it is rapidly growing to a full featured submarine warfare simulator. Eventually I plan to simulate all aspects of cold war era naval and aerial combat, so the player's submarine will be in the midst of a dynamic, procedurally generated global war.
One of the main focuses of the game is dealing with accidents and emergencies aboard the submarine. Nuclear submarines are hugely complicated pieces of equipment and there's a lot which can go wrong - fires, flooding, radiation leaks, lack of oxygen etc are all accurately simulated. Careful management of the crew and the submarine's automated systems is essential to conquer these threats and complete your mission successfully. In some ways, it's like a much more complex version of Faster Than Light aboard a submarine (without the fancy graphics unfortunately!)
While the simulation of the onboard systems is highly detailed, I have tried to ensure the game is accessible to almost anyone and the learning curve is not too steep. The graphics are very basic but I try to keep them clean and functional - but I admit great graphics were never a priority for this game.
Whaou un article assez détaillé avec différents algo pour générer un donjon.
Un autre dev de Roguelike, il a fait tous les 7DRL, certaines de ces réalisations sont magnifiques :
Site d'un dev de roguelike, il a participé à plein de 7DRL ! les thief RL sont excellents !
I love roguelikes. Traditional roguelikes. Turn based, grid based, punch-you-in-the-gut roguelikes.
The complexity, depth, and emergent gameplay in these games rival any other genre out there. The heavyweights like Nethack, Crawl, and ADOM can be played for years without mastering them… or sometimes without a single victory. And in the last decade, roguelikes have proven beyond all doubt how valuable their ideas are. Despite being a genre invented in 1980, new games are constantly borrowing roguelike ideas and even the name itself.
Article super intéressant sur les roguelikes et le game design. Il se focalise sur la masse de connaissance nécessaire au joueur pour jouer, pas mal de réflexions intéressantes sur la progression de la compréhension avec des liens vers des vidéos traitant du game design de megaman et plants vs zombies.
A web server for playing the Brogue over the internet. Brogue is a game for Mac OS X, Windows, and Linux by Brian Walker. For more information go https://sites.google.com/site/broguegame/. The server only can be run on a POSIX environment at the moment.
BearLibTerminal is a library that creates a terminal-like window facilitating flexible textual output and uncomplicated input processing.
A lot of roguelike games intentionally use asketic textual or pseudographic visual style. However, native output via the command line interface ususally have a few annoying shortcomings like low speed or palette and font restrictions. Using an extended character set (several languages at once or complicated pseudographics) may also be tricky. BearLibTerminal solves that by providing it's own window with a grid of character cells and simple yet powerful API for configuration and textual output.
Notable features of BearLibTerminal include:
Ease of Unicode usage.
Support for bitmap and vector (TrueType) fonts.
Extended output facilities: tile composition, alignment, offsets.
High performance (uses OpenGL).
Keyboard and mouse support.
Windows, Linux and OS X builds.
Bindings for several programming languages: С/С++, C#, Lua, Pascal, Python, Ruby.
TDL is a port of the C library libtcod in an attempt to make it more “Pythonic”
The library can be used for displaying tilesets (ANSI, Unicode, or graphical) in true color.
It also provides functionality to compute path-finding and field of view.
python-tdl is hosted on GitHub: https://github.com/HexDecimal/python-tdl
Online Documentation: http://pythonhosted.org/tdl/
Issue Tracker: https://github.com/HexDecimal/python-tdl/issues
python-tdl is a cffi port of “libtcod”. You can find more about libtcod at http://roguecentral.org/doryen/libtcod/
I'm Stephen Sherratt - systems hacker by day, game developer by night. This blog is dedicated to the latter. I'll post what I learn about designing games and implementing engines.
This is a collection of articles about, code for, and sample data sets of Herringbone Wang Tiles. Herringbone Wang Tiling is a technique for "randomly" tiling the plane with a set of tiles.
Noteworthy for game developers:
Levels can be generated in arbitrary order (Minecraft-style)
Compared to regular Wang tiles, one can produce results that less obviously lie on a grid
One can introduce a more complicated (semi-random) connectivity then the obvious "every tile is connected to every other tile" without writing any code to do so
Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS.
Il est aussi dispo pour plein d'autres palteformes
Les projets de Slashie... y'en à des tonnes... -
Jeux et roguelikes.
Voir aussi son blog : https://blog.slashie.net/