Difference between revisions of "ROGUE-FP"

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====First Person Perspective====
====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.
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.
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====
====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.  
Turns in ROGUE-FP are 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 turns of players and monsters to de-sync and then re-sync smoothly.  
This system allows the players and monsters turns to de-sync and then re-sync smoothly on the fly.
Since there is no grid to restrict the movement, moving is not performed in .4 second turns and the time counter will start and stop when the player does. However, to keep things consistent, the speed of all entities is set that the time it takes to go from one tile to the next is also .4 seconds. To imitate a grids non-euclidean movement all entities move slightly faster when moving in non cardinal directions. This ensures that the time it takes to move northwest from one tile to the next is still .4 seconds just as it would be to simply move north one tile.


====Multiple Graphics Styles====
====Multiple Graphics Styles====

Revision as of 19:27, 8 April 2024

ROGUE-FP
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.

ROGUE-FP's Main menu

Features

First Person Perspective

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 in ROGUE-FP are 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. This system allows the turns of players and monsters to de-sync and then re-sync smoothly. Since there is no grid to restrict the movement, moving is not performed in .4 second turns and the time counter will start and stop when the player does. However, to keep things consistent, the speed of all entities is set that the time it takes to go from one tile to the next is also .4 seconds. To imitate a grids non-euclidean movement all entities move slightly faster when moving in non cardinal directions. This ensures that the time it takes to move northwest from one tile to the next is still .4 seconds just as it would be to simply move north one tile.

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.

Textured art style

Screenshots

Textured art style
ASCII art style
ASCII art hybrid art style
Classic mode map with textured art style.
Classic mode map with ASCII art style.