AstralHex RL Dev (formerly HexRogue Dev)

Game development specific discussions.
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

AstralHex RL Dev (formerly HexRogue Dev)

Post by pyrodap »

Hey everyone! I already posted a thread about this in the general forum but I guess it should be here instead, so this is now the official "HexRogue" development thread where I will post screenshots and downloads and occasionally blow off some steam about particularly unsolvable bugs.

Image

Yes! I'm making a graphical roguelike with hexagonal tiles temporarily called 'HexRogue' until I can think of an incredibly epic name. Comments & suggestions welcome. Downloads will be available shortly. Stay tuned.. ;-)
Last edited by pyrodap on Jun 16, 2009 3:26, edited 1 time in total.
Sandstorm
Posts: 29
Joined: Dec 03, 2007 3:50

re: HexRogue

Post by Sandstorm »

With the recent surge of RL games it is nice to see someone taking on the additional challenge of coding it hex. Your gui looks pleasing and the graphical inventory system is sure to satisfy the masses.
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

Here's the current walk around demo which includes item interaction. You can examine everything and pick up and drop items. take a look at the controls.txt file to see what you can do. And remember, the map is gigantic, and almost completely empty except for that one little house with the garden, the cave system, and the "lava room", so don't get lost. ;-)
You can download the demo here: http://freefile.kristopherw.us/uploads/ian/hr.zip [link updated, should work now :-p]
The next version released will have combat, this is just to show you the direction I'm going in.
Last edited by pyrodap on May 29, 2009 3:16, edited 1 time in total.
Sandstorm
Posts: 29
Joined: Dec 03, 2007 3:50

re: HexRogue

Post by Sandstorm »

I'm glad you approached movement the way you did, it only took a second to figure out how to control the player. Keep up the great work and bring on the battle system ;)
Galeon
Posts: 563
Joined: Apr 08, 2009 5:30
Location: Philippines
Contact:

Post by Galeon »

can't download it, may you put it in KristopherWindsor's FreeFile?
i also have an account there...
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

Hey that's an extremely useful site! (freebasic is great!) Here's the link from his site: http://freefile.kristopherw.us/uploads/ian/hr.zip

@sandstorm: thanks, the movement system did go through some evolution, but i think this is the only form that it could work. There's another hexroguelike game in existence, although it's ascii based (also called hexrogue, go figure) but the movement system is extremely irritating. (mine's way better :-p) Here's the other hexrogue: http://www.hexatron.com/hexrogue/index.html
Galeon
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Joined: Apr 08, 2009 5:30
Location: Philippines
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Post by Galeon »

ok, i think i should try this out, i'll download it later...
stylin
Posts: 1253
Joined: Nov 06, 2005 5:19

Post by stylin »

pyrodap, very nice ! The player movement is really intuitive, I had no problems getting accustomed to it. I'm not a big RL fan, but I'll enjoy following this one. Kudos for the pixel art, too, btw !
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

Thanks thanks, gotta love pixel art. ;-)

MAN this is frustrating to program - I'm at 1359 lines of code so far, and i haven't even started the combat stuff yet. I keep realizing that i have to do something else first, like making items equippable (done), making arrows stackable (omg, harder than it sounds, done)... programming NPCs is going to suck. The A* hexagonal pathfinding is going to be somewhat of a hassle. And once i actually do have all this stuff in, then I have to do the random map stuff, THEN beef it all up by creating the rest of the tileset, item graphics, descriptions, attributes... script overworld npcs... it's a lot of work but, ah, who am i kidding, i love it! - except my code is just now getting to that stage where it's too tangled to read easily..
Galeon
Posts: 563
Joined: Apr 08, 2009 5:30
Location: Philippines
Contact:

Post by Galeon »

love the demo
can't wait for the release
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

hey thanks, i really appreciate it! i aim to please ;-)
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

just wanted to drop by and let you know that progress is still happening. i now have basic NPC functionality, with a dog and a boar that can follow you around.. you can attack the boar, although you can't hurt it yet. :-p it just gives you a message: "you attacked the boar!" or "you displaced the dog". still, it's all coming together. i've made a lot of the gfx also. about 60 monsters, and 40 people so far. i've got about 80 items left to draw.. working hard... peace! ;-)
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

Hey all, here's another demo... with combat!

http://freefile.kristopherw.us/uploads/ ... lhexrl.zip
if you don't want to download it, check out the youtube video:
http://www.youtube.com/watch?v=KDtEvpKV7-8


Oh yeah, and a new name. "AstralHex RL"! yaayyy

it's still missing a lot, obviously.. there's no way to rest, although there are 'potions of invigoration' to be found. there is no way to heal your dog, or get it to rest... there are several npc behaviour types in the demo. the boar wanders around, and will attack only if attacked. all entities will flee if in critical condition. the crabs will always flee if attacked. the minotaur and scorpions always chase you or their last attacker.. the dog follows you around, and attacks anything that targets you for attack... eh just check it out.

you can equip some items, but they don't influence your stats yet..

there is a potion of 'alphadev' which has special powers useful for testing.

the speed\timing system is based off of the final fantasy tactics game for psone. each entity has a charge time, or CT. each turn its speed is added to its CT. If the CT>100 then it becomes the entity's turn, and 100 is subtracted from the CT...

comments, suggestions welcome and wanted, thanks ;-p
Jocke The Beast
Posts: 272
Joined: May 28, 2005 10:21
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Post by Jocke The Beast »

Nice Pyro! :) Really cool roguelike you got going here. Keep at it! I will be sure to check out every little update you do. Good luck!
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

hey thanks a lot jocke! Working on the random dungeon generator at the moment, a fun demo should be available in a week or two. It would be sooner but I'm going out of town for a few days, and when I get back I have to move to a new house.. what hassle -_-
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