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Roguelike Development & Discussion's Journal
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Date:2009-01-06 19:05
Subject:Martin's Dungeon Bash 1.7 is released

As of 19:05 GMT on the 6th of January, 2009, I am pleased to announce the release of Martin's Dungeon Bash version 1.7. This is strictly a bug-fix release relative to version 1.6. Save-file compatibility should be maintained but has not been officially tested.

The source code can be downloaded from http://www.chiark.greenend.org.uk/~mpread/dungeonbash/dungeonbash-1.7.tar.gz and information about the new release can be found at http://www.chiark.greenend.org.uk/~mpread/dungeonbash/archive-1.7/

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Date:2008-05-27 08:13

Hi guys,

Over the weekend, I released a very early and incomplete version (0.2.1) of my current roguelike project, crashRun.

The website is here: http://pixelenvy.ca/crashRun/
And I also have an LJ/dev blog for it here: crashrun

I'm aiming for a cyberpunk/sci-fi sort of feel.


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Date:2007-05-13 00:46
Subject:Temple of the roguelike opens

Hello all!

Announcing the public release of a new website for the roguelike community, "Temple of the Roguelike" at http://www.roguetemple.com

This new website will hopefully serve as a communication media for both newbies and hardcore roguelike players and developers. The main goal is to make roguelike games much more accesible to the internet world, and it includes the following sections:

* Articles
* Roguelike Games Directory
* Interviews
* Previews and Reviews
* News
* Links
* The roguelike world map

The roguelike community now also has access to the "Temple of the Roguelike Forums", a web-based forum in which you can hang around and discuss about roguelikes, popular and newborn, present, past and future. Thereby you can also post suggestions to make the Roguelike
temple better!

The first interview is coming out real soon (it is already appointed).

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Date:2007-02-14 09:05
Subject:Drash Roguelike new versions (0.3, 0.31, 0.32)

Well, I have made three releases for this game over this year, and I am pretty proud on the results

Drash Roguelike is a fast paced roguelike game in which both strategy and tactics are very important to survive, you must carefully decide how you want to shape your character, as the options are limited. There are no experience points or levels, all advancement is made by transversing the levels of the Arena. There are combat tactics and magic spells for a great variety of interaction types.

Downloads and more info on: http://www.santiagoz.com/web

Some screenshots (Click to enlarge):

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Date:2006-12-23 01:05

CryptRL is a Java 1.5 roguelike with sound and graphics, which uses the David Gervais tileset as well as the RLTiles library.
It's bilingual (english/french) and allows you to switch language ingame.
Its main influence is NetHack/Slash'Em (as for the ingame interaction)

Link to CryptRL Site

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Date:2006-12-07 15:55
Subject:CastlevaniaRL 1.25

New version with several improvements. Thanks to all the playtesters. Hope you enjoy it!

Some of the changes

* Sleep interrupted bug is finally gone!
* Prelude mode! play like in the old times, fight to your death!
* Thrown items and holy flames are now stronger and thus useful
* Recover mystic weapon, so you dont lose it by accident
* UI Improvements
* Orb of return, now you can travel back to town easily
* Secondary Weapon slot to make fighting more interesting.
* Recover health skills to make your life easier
* Energy Jinx! to exchange your health for hearts

Download CastlevaniaRL from the website http://www.santiagoz.com

Thanks to mr. Kornel Kisielewicz for hosting the distribution.

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Date:2006-08-27 18:05
Subject:Introducing Goblin Hack!

Goblin Hack is a new smooth-scrolling ASCII graphics game inspired by the likes of NetHack. It is hosted on SourceForge with full CVS access so that anyone who wants to help with the ongoing development of the game can get touch with us.

Please visit the Goblin Hack website to download the game! Have fun!

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Date:2006-08-23 14:42
Subject:Something to do...

Post Status: Actively Updated

Wow, I've nevered been in the dark with this, but I do have some light source at hand. Been wondering if there's a way to jazz up a variant using availible source codes availible quick and effective. Don't get me wrong, it's not a heavily focus project, nor am I'm making a real life variant to give to all the boys and girls, it's to get my fixes. I have to warn you though I do have experience in programming, but I don't know JACK about C. It also helps me in a crash course of learning the language a little on my journey of weaving this junk together. Hehe, I think it would be a little fun to tinker with the innerts and making it work beutifully.

Read more...Collapse )

There's some of my plans, I just need help finding some source on the net how most of these variant's are put together to work. I think I can decrypt most of it to understand them, tons of comments everywhere, it's hard to get lost (almost).

Crossposted from angband_game

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Date:2006-07-08 18:19
Subject:CastlevaniaRL 1.2 Released

I just released a new version with lots of improvements, including music, exploration algorithms... and lots of bugfixes :p

Some major features are:
* Circular field of view
* Music and sound
* 2.5D functionality
* Targeted actions in any direction
* Variable speed actions
* Weapon modifiers
* Level system
* In game item descriptions
* Action validation
* Enhanced character generation screen
* Items on level generation
* JCurses initialization errors fixed

Find it at http://crl.santiagoz.com


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Date:2005-10-16 12:39
Subject:Martin's Dungeon Bash v1.5 has been released!

I am pleased to announce the release of version 1.5 of Martin's Dungeon Bash.
Source code: http://www.chiark.greenend.org.uk/~mpread/dungeonbash/dungeonbash-1.5.tar.gz
List of bug fixes: http://www.chiark.greenend.org.uk/~mpread/dungeonbash/fix-details-1.5.html
List of wishlist features implemented: http://www.chiark.greenend.org.uk/~mpread/dungeonbash/fulfil-1.5.html

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Date:2005-09-26 18:17
Subject:CastlevaniaRL 1.1d

hello all

I would like to introduce my roguelike; CastlevaniaRL.

In CastlevaniaRL: Prelude, you control a Transylvannian character who travels to the castle of count Dracula, seeking to finish his reign of blood over the land. On your quest inside the castle, you will face horrible monsters and find sacred weapons, treasures and artifacts. Your magical abilities, granted as a gift to fight darkness, and your long years of training, are your only advantage against the upcoming carnage!

The castle, as a creature of chaos, will morph its shape and contents each time you begin an adventure... there is no way to know what awaits you!

More info at:


Please give me your comments and suggestions!


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Date:2005-06-03 09:46
Subject:Another roguelike

Hi all, I have just joined this community and I'd like to introduce you my game. It's named Papaki. News about that are in http://papaki.blogspot.com It is still under early development but soon I'll add quests.

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Date:2005-04-21 21:07

Martin's Dungeon Bash v1.4 has been released.

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Date:2005-03-25 17:15

I have a few questions about my roguelike editor...

Do you want a radioative feature, like the feature in Fallout? I would need to create a body object for the player, so that parts of the body could randomly become more functional or useless by mutations.

I'm currently working with a 20 * 65 map size; would people want larger map sizes?

What about a worldmap feature, like in ADOM, or would a Dungeon Siege no world map system be better? What about magic teleporters or space age beamers?

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Date:2005-03-15 18:55

Ladies and Gentlemen, I am proposing a roguelike & editor written in C++. If I am to design such a tool, what features would you like to see?

Note that I will be adding the ability to design your own classes and races and weapons etc; damage types will be internal and unchangeable, as will be the generic skill types. The emphasis here is not on quaintness, so the possibility of 99d99 lightsabres will be almost non-existent. But expect to be able to create very large worlds beyond the scope of randomization in ADOM and others.

Character interaction is very imoportant, so expect to see ZZT style oop commands, and the ability to create your own skills, such as, say, botany (not included as deafult) which could be used to discover rare plants in the woodland. To do this you would create a phanton object type in the secondary map matrix and enter the check command {{ #if fon botany equaloh 100 }}. That would pass as true if the player had 100 in his or her botany skill (or higher). Then you could write an action command to come after the check command. {{ #create item [herb:misc:1]#die }}

Another proposed feature is a more simple method of surprising the player. Create a type known as a "mystery". You would set an offset and the name of the required skill. With the offset you could make the player need something like 900 in a skill to disover the mystery. The mystery could act as an item or a portal etc.

Let me know what you think, and for those of you who are thinking of bashing this idea due to worries of 99d99 lightsabres, I am putting sensible limits and balancing requirements.

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Date:2005-02-27 15:46
Subject:[T-Engine modules] Help needed with new dungeons/maps... (crossposted to angband_game)
Mood: hopeful

Although I can decipher and tweak the d_info.txt file reasonably well, I still need some help adding three new dungeons to the next release of the T-Plus module. If anyone out there has the time and the technical ability to assist me, I would appreciate it greatly--and give you a listing in the t-plus_credits.txt file, of course.

Before you ask what I need, these are the three main problems:

  1. I am extremely poor at map editing, so someone will need to place the entrance to one new dungeon on both wilderness maps.

  2. Two of these dungeons are specialized "astral dungeons" designed for player races which should not be in the Halls of Mandos, but still have Lost Soul equivalents. How do I code a script that decides which of three astral dungeons is used as the player's starting point...and where the other two exit to the surface? (The new ones should exit closer to areas more appropriate for the player race.)

  3. Although both of the astral dungeons would ordinarily forbid uniques, I'm wanting to allow two exceptions: there will be two uniques who should appear ONLY in a particular race-specific astral dungeon. Will I need a full generation script, like the ones used in temple quests, to handle the place?

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Date:2005-02-15 10:13
Subject:non-combat roguelikes?
Mood: curious

Hi :)

Are there any roguelikes out there that don't require you to fight, if you choose to be a peaceful character, like a healer? One that allows you to assist people, for instance?

What would you say is the most realistic roguelike, in terms of playing out chosen roles fully?

What about the most morally-aware roguelike? Most, I think, understand the difference between killing in self-defense vs. making the first attack, but are any more sophisticated than that?

I'm partly asking because I want to play one like this, and because I'm thinking of making one. So, how would you feel about a roguelike with this sort of moral detail?

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Date:2005-02-06 23:47

I recently wrote a roguelike in seven calendar days; people appear to like it. I've since updated it with a bit more colour, fixed some bugs, and added some features. The resulting enhanced version is called "Martin's Dungeon Bash", and can be got from http://www.chiark.greenend.org.uk/~mpread/roguelikes.html

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Date:2004-11-14 13:13
Subject:Inspired by a bizarre RGRA post (crossposted to angband_game)
Mood: mischievous

After reading one racist-sounding analysis of a battle in Tolkien's books, I pondered including this joke monster in my next edition of the T-Plus module:

The Racist Troll (white 'T'):

This ominous, sheet-wrapped figure hates all creatures which don't look like him. He usually appears on level 45, and moves somewhat erratically at normal speed. Killing this evil troll is worth 3500.00 points for a 1st level character. He is ever vigilant for intruders, which he may notice from 300 feet. He usually appears in groups. He may shriek for help. He can breathe fire or poison, and is also magical, casting spells which terrify or confuse; 1 time in 4. He can open doors, bash down doors, kill weaker creatures, and illuminate the dungeon. He can insult to lower sanity for damage 3d11, insult to lower Intelligence for damage 3d11, and insult to lower Wisdom for damage 3d11.

(If there are any more stat suggestions for this creature, please post them here!)

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Date:2004-09-22 13:12
Subject:Where does this script go wrong?
Mood: confused

I recently edited the monsters.lua script for my module, hoping that it would regulate which creatures appear in a new town/dungeon compl I had defined. Unfortunately, the script __hook_ambar_gene is not working as it should; I keep getting errors related to calling the r_idx variable. Anyone else know what could be causing this?

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