Difference between revisions of "Rhye's Quest"

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Rhye's Quest is a fantasy-themed roguelike in development. The game world editor has already been created and the maps/dungeons are currently being designed (unlike traditional roguelikes, dungeons are not procedurally generated). No playable demo has been released yet since the game engine is still under development.
Rhye's Quest is a fantasy-themed roguelike in development. The game world editor has already been created and the maps/dungeons are currently being designed (unlike traditional roguelikes, dungeons are not procedurally generated). No playable demo has been released yet since the game engine is still under development.


== Demo map screenshot ==
== Development Screenshots ==


The following images show some in-game screens in a "debug world" as of 2013:


The following image shows the in-game screen in a demo map as of 2013:
http://1.bp.blogspot.com/--LAkf4cBYls/USrxfp1To7I/AAAAAAAAAlY/BABW0kFEXrw/s1600/RhyesQuestBattleDemo.png


http://1.bp.blogspot.com/--LAkf4cBYls/USrxfp1To7I/AAAAAAAAAlY/BABW0kFEXrw/s320/RhyesQuestBattleDemo.png
http://4.bp.blogspot.com/-ygRfgpDj_AY/UTtcUKEovlI/AAAAAAAAAmg/Dp9eyI_biZE/s320/RhyesQuest-SpeechDemo.png


== Technical details ==
== Technical details ==


Essentially, Rhye's Quest started as a structured program written in the C language, including some particular C++ features. It initially used an external multimedia library called Allegro, which is used mostly in game development. The project is currently (2013) being developed by a single person (that is, by me and myself), compiled in Windows 7 with Microsoft Visual C++ Studio 2010 (formerly with MinGW's G++ compiler through the Code::Blocks IDE) with SDL for graphics/sound/input. Development started roughly at December 31st, 2011 with the world editor, although some other development tools had been developed much earlier and the overall game concept is over 10 years old. The following image is a screenshot of the (former) World Editor, a tool used to create the entire game world with its objects.
Essentially, Rhye's Quest started as a structured program written in the C language, including some particular C++ features. It initially used an external multimedia library called Allegro, which is used mostly in game development. The project is currently (2013) being developed by a single person (that is, by me and myself), compiled in Windows 7 with Microsoft Visual C++ Studio 2010 (formerly with MinGW's G++ compiler through the Code::Blocks IDE) with SDL for graphics/sound/input. Development started roughly at December 31st, 2011 with the world editor, although some other development tools had been developed much earlier and the overall game concept is over 10 years old. The following image is a screenshot of the (former) World Editor, a tool used to create the entire game world with its objects.




http://2.bp.blogspot.com/-jxlxNakMvEE/Twy0CkuVvAI/AAAAAAAAAIc/Xqav4gey6mk/s1600/rqeditor.png
http://2.bp.blogspot.com/-jxlxNakMvEE/Twy0CkuVvAI/AAAAAAAAAIc/Xqav4gey6mk/s320/rqeditor.png
 


== Graphics ==
== Graphics ==


Rhye's Quest is a bit different from traditional roguelikes in that there are graphics, rather than simple ASCII characters. Nonetheless, the graphical objects look quite retro and primitive since they are all 8x8 tiles magnified to 16x16 so that they appear pixelized. The following screenshots have been taken from the world editor, a tool which was developed for the purpose of creating the entire game world and everything:
Rhye's Quest is a bit different from traditional roguelikes in that there are graphics, rather than simple ASCII characters. Nonetheless, the graphical objects look quite retro and primitive since they are all 8x8 tiles magnified to 16x16 so that they appear pixelized. The following screenshots have been taken from the world editor, a tool which was developed for the purpose of creating the entire game world and everything:




''A pretty island with a pond, a river, and a bridge...''
http://4.bp.blogspot.com/-F5gOQA2Qjm0/Twya4kYHpPI/AAAAAAAAAII/VoyA1ehFiYE/s320/FLOWER+ISLAND+%2528000-000%2529.jpg
 
http://4.bp.blogspot.com/-k1RyQ2cASEY/TwybBOQFqVI/AAAAAAAAAIQ/RwY8Z5h1uUc/s320/FLOWER+ISLAND+SHORE+%2528001-000%2529.jpg
http://4.bp.blogspot.com/-F5gOQA2Qjm0/Twya4kYHpPI/AAAAAAAAAII/VoyA1ehFiYE/s1600/FLOWER+ISLAND+%2528000-000%2529.jpg
http://2.bp.blogspot.com/-rhdb9Suy9Ac/Twyay4WsVtI/AAAAAAAAAIA/PS5AVbvfcRc/s320/DESERT+ISLAND+SHORE+%2528002-000%2529.jpg
 
http://4.bp.blogspot.com/-5MuP9_07yp4/Tw4djrB5L2I/AAAAAAAAAJM/NjulNySlHxM/s320/UNDERWATER%2BCOVE%2B%2528000-001%2529.jpg
''The island shore, the sea, and a raft...''
 
http://4.bp.blogspot.com/-k1RyQ2cASEY/TwybBOQFqVI/AAAAAAAAAIQ/RwY8Z5h1uUc/s1600/FLOWER+ISLAND+SHORE+%2528001-000%2529.jpg
 
''A desert isle with some cactuses and quicksand...''
 
http://2.bp.blogspot.com/-rhdb9Suy9Ac/Twyay4WsVtI/AAAAAAAAAIA/PS5AVbvfcRc/s1600/DESERT+ISLAND+SHORE+%2528002-000%2529.jpg
 
''Blue submarine depths, algae and wildlife (some nasty jellyfish, god, I hate those)...''
 
http://4.bp.blogspot.com/-5MuP9_07yp4/Tw4djrB5L2I/AAAAAAAAAJM/NjulNySlHxM/s1600/UNDERWATER%2BCOVE%2B%2528000-001%2529.jpg


== Sound ==
== Sound ==


Most roguelikes I've seen so far have no music at all. Rhye's Quest is different in this sense, since there are sound effects and simplistic music.
Most roguelikes I've seen so far have no music at all. Rhye's Quest is different in this sense, since there are sound effects and simplistic music.


== Randomness ==
== Randomness ==


Another aspect of Rhye's Quest which makes it different from traditional roguelikes is its lack of randomly generated maps and dungeons. All game locations are predefined. There are some random features in the game though, such as those frequently found in RPGs like Final Fantasy.
Another aspect of Rhye's Quest which makes it different from traditional roguelikes is its lack of randomly generated maps and dungeons. All game locations are predefined. There are some random features in the game though, such as those frequently found in RPGs like Final Fantasy.


== Game Style ==
== Game Style ==


The game revolves mostly around adventure, exploration and solving puzzles, rather than killing tons of enemies. During the game the player can acquire a number of different skills in order to reach previously unreachable locations, such as pushing heavy objects, swimming, diving, digging, and even singing, among several other abilites. Apart from wild beasts, monsters and even ghosts, many natural dangers can hinder the player's progress, such as treacherous rivers, whirlpools, tornadoes, thunderbolts, lava, quicksand, freezing lakes, ancient traps, bottomless pits and complex underwater mazes, among others. Gameplay is supposed to be much simpler than most roguelikes, with just enough keystrokes for walking around, fighting, taking and using items and navigating menus.
The game revolves mostly around adventure, exploration and solving puzzles, rather than killing tons of enemies. During the game the player can acquire a number of different skills in order to reach previously unreachable locations, such as pushing heavy objects, swimming, diving, digging, and even singing, among several other abilites. Apart from wild beasts, monsters and even ghosts, many natural dangers can hinder the player's progress, such as treacherous rivers, whirlpools, tornadoes, thunderbolts, lava, quicksand, freezing lakes, ancient traps, bottomless pits and complex underwater mazes, among others. Gameplay is supposed to be much simpler than most roguelikes, with just enough keystrokes for walking around, fighting, taking and using items and navigating menus.


== Fighting system ==
== Fighting system ==


There's no roguelike without fighting and battles as far as I know. The battle system in Rhye's Quest is just what you would expect from any roguelike: turn-based. The player and enemies take turns when moving around, but when attacking, it depends on whoever is faster. If you engage in a fight with an enemy, you will attack first if you have a higher speed, and visa-versa. There are only two kinds of weapon: swords and longbows. Terrain affects fighting skills and enemies and weapons may have special attributes (such as fire, ice, dark, holy, etc).
There's no roguelike without fighting and battles as far as I know. The battle system in Rhye's Quest is just what you would expect from any roguelike: turn-based. The player and enemies take turns when moving around, but when attacking, it depends on whoever is faster. If you engage in a fight with an enemy, you will attack first if you have a higher speed, and visa-versa. There are only two kinds of weapon: swords and longbows. Terrain affects fighting skills and enemies and weapons may have special attributes (such as fire, ice, dark, holy, etc).


== Game Environment ==
== Game Environment ==


The game world is quite large, as it contains 1024 distinct defined locations. Each location appears on its own screen, since the movement is "flick-screen", just like some of the oldest videogames. The game world includes everything that you would expect from your favourite Zelda or Final Fantasy game. Plains, forests, mountains, caverns, palaces, deserts, glaciers, volcanoes, rivers, secret places, seemingly unreachable corners, besides some unique landscapes. Movement is turn-based as in any other roguelike, so you have unlimited time to think carefully and plan your every move. Just remember that on some kinds of terrain it's harder to move than on others.
The game world is quite large, as it contains 1024 distinct defined locations. Each location appears on its own screen, since the movement is "flick-screen", just like some of the oldest videogames. The game world includes everything that you would expect from your favourite Zelda or Final Fantasy game. Plains, forests, mountains, caverns, palaces, deserts, glaciers, volcanoes, rivers, secret places, seemingly unreachable corners, besides some unique landscapes. Movement is turn-based as in any other roguelike, so you have unlimited time to think carefully and plan your every move. Just remember that on some kinds of terrain it's harder to move than on others.


== Plot ==
== Plot ==


It's a game, not a book, so the game plot can wait, I guess. In fact there is a plot, but it's so uninteresting that it's very likely to change overtime, so it's not worth talking about it right now.
It's a game, not a book, so the game plot can wait, I guess. In fact there is a plot, but it's so uninteresting that it's very likely to change overtime, so it's not worth talking about it right now.


== What else? ==
== What else? ==


Check out [http://rhyesquest.blogspot.com/ Rhye's Quest official blog] for the latest news.
Check out [http://rhyesquest.blogspot.com/ Rhye's Quest official blog] for the latest news.


[[Category:Alpha projects]]
[[Category:Alpha projects]]

Revision as of 16:09, 9 March 2013

Rhye's Quest
Developer Fernando Aires Castello
Theme Fantasy
Influences The Legend Of Zelda, Final Fantasy, Tomb Raider
Status Alpha
Released Unreleased
Updated -
Licensing Closed Source, Freeware
P. Language C++
Platforms Windows
Interface Graphical tiles, Keyboard
Game Length Undetermined
Official site of Rhye's Quest


Rhye's Quest is a fantasy-themed roguelike in development. The game world editor has already been created and the maps/dungeons are currently being designed (unlike traditional roguelikes, dungeons are not procedurally generated). No playable demo has been released yet since the game engine is still under development.

Development Screenshots

The following images show some in-game screens in a "debug world" as of 2013:


RhyesQuestBattleDemo.png RhyesQuest-SpeechDemo.png

Technical details

Essentially, Rhye's Quest started as a structured program written in the C language, including some particular C++ features. It initially used an external multimedia library called Allegro, which is used mostly in game development. The project is currently (2013) being developed by a single person (that is, by me and myself), compiled in Windows 7 with Microsoft Visual C++ Studio 2010 (formerly with MinGW's G++ compiler through the Code::Blocks IDE) with SDL for graphics/sound/input. Development started roughly at December 31st, 2011 with the world editor, although some other development tools had been developed much earlier and the overall game concept is over 10 years old. The following image is a screenshot of the (former) World Editor, a tool used to create the entire game world with its objects.


rqeditor.png

Graphics

Rhye's Quest is a bit different from traditional roguelikes in that there are graphics, rather than simple ASCII characters. Nonetheless, the graphical objects look quite retro and primitive since they are all 8x8 tiles magnified to 16x16 so that they appear pixelized. The following screenshots have been taken from the world editor, a tool which was developed for the purpose of creating the entire game world and everything:


FLOWER+ISLAND+%2528000-000%2529.jpg FLOWER+ISLAND+SHORE+%2528001-000%2529.jpg DESERT+ISLAND+SHORE+%2528002-000%2529.jpg UNDERWATER%2BCOVE%2B%2528000-001%2529.jpg

Sound

Most roguelikes I've seen so far have no music at all. Rhye's Quest is different in this sense, since there are sound effects and simplistic music.

Randomness

Another aspect of Rhye's Quest which makes it different from traditional roguelikes is its lack of randomly generated maps and dungeons. All game locations are predefined. There are some random features in the game though, such as those frequently found in RPGs like Final Fantasy.

Game Style

The game revolves mostly around adventure, exploration and solving puzzles, rather than killing tons of enemies. During the game the player can acquire a number of different skills in order to reach previously unreachable locations, such as pushing heavy objects, swimming, diving, digging, and even singing, among several other abilites. Apart from wild beasts, monsters and even ghosts, many natural dangers can hinder the player's progress, such as treacherous rivers, whirlpools, tornadoes, thunderbolts, lava, quicksand, freezing lakes, ancient traps, bottomless pits and complex underwater mazes, among others. Gameplay is supposed to be much simpler than most roguelikes, with just enough keystrokes for walking around, fighting, taking and using items and navigating menus.

Fighting system

There's no roguelike without fighting and battles as far as I know. The battle system in Rhye's Quest is just what you would expect from any roguelike: turn-based. The player and enemies take turns when moving around, but when attacking, it depends on whoever is faster. If you engage in a fight with an enemy, you will attack first if you have a higher speed, and visa-versa. There are only two kinds of weapon: swords and longbows. Terrain affects fighting skills and enemies and weapons may have special attributes (such as fire, ice, dark, holy, etc).

Game Environment

The game world is quite large, as it contains 1024 distinct defined locations. Each location appears on its own screen, since the movement is "flick-screen", just like some of the oldest videogames. The game world includes everything that you would expect from your favourite Zelda or Final Fantasy game. Plains, forests, mountains, caverns, palaces, deserts, glaciers, volcanoes, rivers, secret places, seemingly unreachable corners, besides some unique landscapes. Movement is turn-based as in any other roguelike, so you have unlimited time to think carefully and plan your every move. Just remember that on some kinds of terrain it's harder to move than on others.

Plot

It's a game, not a book, so the game plot can wait, I guess. In fact there is a plot, but it's so uninteresting that it's very likely to change overtime, so it's not worth talking about it right now.

What else?

Check out Rhye's Quest official blog for the latest news.