LoaR: The Life of a Rogue

Toy Project:

I decided it was time for me to make my first ‘text-console’ game.
Except consoles are terrible, so I made my own with LWJGL.
There are also pretty colours. :o

Basically it’s (going to be) a story of a rogue.

I don’t want to make it like a normal roguelike where you’re in a dungeon, you take something, and get back out.

I want this to be the story of the rogue’s life.
Obviously you don’t spend your whole life in dungeons.
Yes, there will be dungeons. Many dungeons. But there will be life on the surface. The day-to-day living. Not much info on how much of that I’ll add, but there will be reasonable amounts of it.

For now, a screenshot:

[EDIT: Was trying to sharpen the image due to JGO’s resizing. Here’s a smaller, sharper version (50%):]

https://dl.dropboxusercontent.com/u/99583484/LoaR/Mon%20May%2006%2013-09-31%20NZST%202013%20-%20Sharp.png

HeroesGrave

Changelog:

Done:
House & outside of house
Areas
Objects
Taking objects
Dropping objects
Looking
Talking
Using objects
Using objects on other objects
Moving between areas
Chopping down trees
Breaking things
Breaking broken things.
Save system.
Trees dropping wood.

Working on:
A town.

To Do:
Eating.
NPCs.
A forest.
Hunting.

To Do Later:
Night & Day cycles.
Sleeping.
First dungeon.

Added Doors:

https://dl.dropboxusercontent.com/u/99583484/LoaR/Doors.png

Looks pretty good, perhaps take a look at this - always wanted to see a roguelike implement it.
I will be interested to see how you implement “day-to-day living”.

That looks cool, but probably not what I’m trying to achieve.

There’s also this by the same person, which is quite entertaining.

As for ‘day-to-day living’, I’m thinking things like having to hunt/purchase food, fixing things that break for some reason or another, buying new things, exploring, and other stuff

What about sleeping and stuff? :o

What do you think the small bed is for? :wink:

Yep, that’ll definitely be included.

Containers and taking items.

https://dl.dropboxusercontent.com/u/99583484/LoaR/Containers%20%26%20Taking.png

Also added simple and complex names to make less typing.
Simple names are what you type to interact.
Complex names are the displayed names (and can also be used for commands, but why would you?)

Example: Large Old Wooden Chest -> Chest.

nice. I’ve always loved the way King’s Quest fused a graphical environment with a parser. we need more games like that. Maybe an FPS.

https://dl.dropboxusercontent.com/u/99583484/LoaR/Axes%20%26%20Trees.png

https://dl.dropboxusercontent.com/u/99583484/LoaR/Axes%20%26%20Trees%20Part%20II.png

Replaced the useless rock in the chest with an axe.
Axes can chop wooden things. (So far only the tree counts as wooden) You can now chop chairs, tables and doors too
Axes and wooden things have different strengths. The chance of something being chopped down is 1/(targetstrength-axestrength) (obviously capped at 1/1)
The first image is using strength 20 axe on strength 15 tree.
The second is strength 5 axe on strength 15 tree.
Axes can’t chop people (yet).
Trees don’t produce wood when chopped down yet.

I’m also busy implementing a save system.

https://dl.dropboxusercontent.com/u/99583484/LoaR/Breaking%20things.png

I heard you like breaking broken things so I broke my broken chair that was broken.

You keep going at that chair with that axe and yer gonna cause nuclear fission and blow everyone up :persecutioncomplex:

Hehe.

I put in a restriction to avoid the message going off the screen.
Do you mind if I use that quote as the warning message when you try to break broken things?

Anyway, I started work on the surrounding area.
You can walk along the path to a road. The road goes north to the town (town being worked on) and south to… Nothing yet.

Go ahead, might be a wee bit anachronistic for a medieval RPG though :slight_smile: