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Untrustedlife

Indie Horror Roguelikes

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Untrustedlife

New Version of RLDR released! AFTER TWO YEARS!

There are far too many changes to list (Two years worth) , but i described many of the new features on this page! I also updated the road map on that page!

https://untrustedlife.com/project-random-world-development/

MainMenu

Immediate Download here via dropbox:

Download RLDR 0.1.7

Though there is also a download link in my downloads page, and on the linked page.

 

If you like the game consider donating, there are links for this all over my website

 

EDIT:

Apparently when i released it was missing two dlls, I fixed that so if it doesn’t run, just re-download my bad.

 

Cool Stories of playing the game from this release from various individuals:

feedback

 

 

What have I been up to? (Thrive edition!)

So recently , I have been putting work into thrive instead of my roguelike, there are many reasons, first of which is that thrive is starting to take off, which is good, and the roguelike is still rather obscure (to anyone not in the roguelike community).

The second reason being that since I am back to school, it is much easier to occasionally put work into thrive ( A team project, with goals, and a pretty mature codebase) then it is to put work into my solo developed roguelike (mostly because I have to do everything in it, its still early so I am doing a-lot of infrastructure stuff).

That doesn’t mean I am not working on the roguelike it just means i am putting more work into thrive relatively then I am into my roguelike.

For those of you who don’t know thrive is an open source evolution game which can very well be described as  “an attempt to create high impact scientific communication through play using Xenobiology as a setting” (Quote from one of the other developers)

 

(Logo)

 

My Favorite image:

 

Thrive has recently received some press coverage as well:

https://killscreen.com/articles/thrive-open-source-spiritual-successor-spore/

 

Though it has been a little while since I last contributed to Thrive’s codebase  I am back in and doing some coding work, my current project is allowing us to pass flags between game states for things like a free build editor, among other things.

The free build editor will be  a new “mode” where you can use an infinite number of mutation points to create whatever microbes you want. (though they wont carry over to the main game)

My previous project involved user interface tweaks and genus/species separation and name generation.

Just thought I would let you guys know what I have been up to.

 

You can download thrive here

http://revolutionarygamesstudio.com/

Until next time.

-Michael

 

 

The feel of the game

So, Roguelegends:Dark Realms (Or just Dark Realms, which is the short name) is a dark fantasy deterministic roguelike game.  A problem I have been having lately while working on it, is that it didn’t “feel” like a dark fantasy game, in terms of color scheme, so today I have been experimenting with different color schemes, hopefully this will be customizable later on in the games development.

When you are making a game that is supposed to “feel” a certain way even a roguelike color is a huge problem, if it is too bright and you are trying to have creepiness in the game it doesnt work. One game that does this really well is the game Frozen depths

(http://frozendepths.net/)

screen2

 

It has a very “cold” looking color scheme that fits the game, alot of blue and “cold red” colors. in my case I am making a “dark , unsettling” fantasy game, so I need a color pallet that is a bit stranger and a bit darker. So I am thinking greens, blues and grays.

I found  a great website,

http://www.rapidtables.com/web/color/RGB_Color.htm

Which lets you test out color schemes, and get RGB values.

What I have come up with now is something that feels a little bit more unsettling.

Capture.JPG
Much better right?

larger version

Capture2.JPG
“The Hall of lies”

 

larger version

This is much “darker” looking then the old color scheme, but it is subject to change, what do you guys think?

Next up is to make fire damage have a special ability like poison damage does, then add a deterministic dodging system, and perhaps a stealth system.

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