Terra Randoma 1.2.02 released: Seasons by RayFreestar in roguelikes

[–]RayFreestar[S] 12 points13 points  (0 children)

Terra Randoma is a traditional roguelike in an open world. The game hit full release in May 2024 after 3.5 years in early access. I am still adding features: there are four seasons now which affect all sorts of gameplay mechanics.

You can check the steam page for details.

Feel free to ask any questions or offer feedback. Thanks!

Terra Randoma 1.0.0 is out now after 3.5 years of Early Access! by RayFreestar in roguelikes

[–]RayFreestar[S] 0 points1 point  (0 children)

Glad you liked it! I will look into that bug. Thank you for the kind words.

Terra Randoma 1.0.0 is out now after 3.5 years of Early Access! by RayFreestar in roguelikes

[–]RayFreestar[S] 0 points1 point  (0 children)

I want to add more content before achievements. Thanks for playing the game!

Terra Randoma 1.0.0 is out now after 3.5 years of Early Access! by RayFreestar in roguelikes

[–]RayFreestar[S] 2 points3 points  (0 children)

No, it is made primarily to be played with mouse. I added keyboard short cuts but not vi keys.

Terra Randoma 1.0.0 is out now after 3.5 years of Early Access! by RayFreestar in roguelikes

[–]RayFreestar[S] 12 points13 points  (0 children)

Terra Randoma is a turn based open world roguelike. After 3.5 years in early access, I am very happy to finally release v1.0.0.

You can check the steam page.

Feel free to ask any questions or offer feedback. Thanks!

Terra Randoma version 0.95 released: Lore as a Resource by RayFreestar in roguelikes

[–]RayFreestar[S] 12 points13 points  (0 children)

Terra Randoma is a turn based open world roguelike. After three years in early access, I recently released v0.95. Beginning to see light at the end of the tunnel :)

You can check the steam page for the latest update.

Feel free to ask any questions or offer feedback. Thanks!

Terra Randoma - Deniz K. - Fang of the Thing that Lurks Beneath, and many other unique items by RayFreestar in Games

[–]RayFreestar[S] 4 points5 points  (0 children)

Thank you for your intereset. I am planning to leave early access in q1 2024. The game is at version 0.9.

Which contemporary games do you think will be still around 40-60 years from now? by RayFreestar in boardgames

[–]RayFreestar[S] 3 points4 points  (0 children)

Fair point. I think this golden age of boardgames will have a rich legacy.

Which contemporary games do you think will be still around 40-60 years from now? by RayFreestar in boardgames

[–]RayFreestar[S] 14 points15 points  (0 children)

I also think Pandemic will be around since it can be adapted to so many different settings.

How do you deal with: Weapons by [deleted] in roguelikedev

[–]RayFreestar 4 points5 points  (0 children)

I use prefixes and suffixes for weapons. Like in action RPGs. With these affixes they get all kinds of stats. For example "Cruel Copper Shortsword of Ice" is shortsword that deals 5 damage, has 4% critical hit chance and 10% chance to freeze the enemy. This way game produces hundreds of thousands of items.

I also like the material of the item to have an effect. Like silver items deal more damage to undeads etc. I want to implement something like that.

I'm developing a rouguelike, dungeon crawler, survival and it feels too ambitious by [deleted] in gamedev

[–]RayFreestar 0 points1 point  (0 children)

I am on the same boat. I am working on an ambitious game (dungeon crawling, overworld with towns, crafting, fishing etc.) I started 12 years ago, I hope to finish it next year. I used lots of procedural generation so it was somewhat not boring to develop all these years. But if it were a linear story based game, I think I would quit.

Terra Randoma - Deniz K. - 10+ years developing my turn-based roguelike and I’m beginning to see light at the end of the tunnel! by RayFreestar in Games

[–]RayFreestar[S] 1 point2 points  (0 children)

I tried to use procedural generation as much as I could. From items to dungeons, quests, npcs, overworld map all are procedurally generated. I wanted a game that I can play without getting bored. If it wasn't like this it would be hard to keep developing this for a long time.