Difference between revisions of "ROGUE-FP"
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ROGUE-FP is a traditional roguelike with first person perspective and controls. Originally ROGUE-FP was based almost entirely off of Rogue. Much care was taken to translate its mechanics into a first person perspective and without a grid to restrict movement. | ROGUE-FP is a traditional roguelike with first person perspective and controls. Originally ROGUE-FP was based almost entirely off of Rogue. Much care was taken to translate its mechanics into a first person perspective and without a grid to restrict movement. | ||
Since the 2.0 update the game has gone in its own direction by adding new monsters, items, | Since the 2.0 update the game has gone in its own direction by adding new mechanics, monsters, items, larger maps, and new room types,. The original style of play now has its own dedicated classic mode option available on the main menu. | ||
[[File:Roguefp main menu.png|thumb|right|ROGUE-FP's Main menu]] | [[File:Roguefp main menu.png|thumb|right|ROGUE-FP's Main menu]] | ||
Revision as of 18:12, 8 April 2024
ROGUE-FP | |
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Developer | Jurax Games |
Theme | Fantasy |
Influences | Rogue/Brogue |
Status | Stable |
Released | 30 March 2023 |
Updated | 6 April 2024, v2.2.3 |
Licensing | Closed Source |
P. Language | GDScript |
Platforms | Windows/Linux |
Interface | Mouse/Keyboard |
Game Length | 35 minutes |
Official site of ROGUE-FP |
Description
ROGUE-FP is a traditional roguelike with first person perspective and controls. Originally ROGUE-FP was based almost entirely off of Rogue. Much care was taken to translate its mechanics into a first person perspective and without a grid to restrict movement.
Since the 2.0 update the game has gone in its own direction by adding new mechanics, monsters, items, larger maps, and new room types,. The original style of play now has its own dedicated classic mode option available on the main menu.
Features
First Person Perspective
The first person perspective changes little of the original Rogue gameplay. Instead of aiming by selecting a direction, you point in the direction you want. Instead of bumping into a monster to attack, you press space. Potions of detection will make monsters/items visible through walls as well as visible on the map. The main difference is that projectiles will move through the air and take up time while they move, thus giving some monsters like the bat an opportunity to get out of the way.
Smooth Turn System
Turns are now based off of time. When an action is performed by either the player or a monster the one performing the action must then wait .4 seconds until they can act again. Since there is no movement grid to restrict the player, moving is not performed in .4 second turns and the time counter will start and stop when the player does. This system allows the players and monsters turns to de-sync and then re-sync smoothly on the fly.
Multiple Graphics Styles
Players can switch between pure ascii sprites, ascii art sprites, and traditional sprites on the fly during gameplay. The art styles for monsters and tiles can be set independent of each other to suit your tastes.