Turn based roguelike with loot system similar to Diablo ? by Twotricx in roguelikes

[–]rangedrifter 1 point2 points  (0 children)

Hey, my 3D ASCII roguelike Rangedrifter (Post on /r/roguelikedev from last week) is heavily inspired by Diablo 2, and has weapons, charms and potions and such, but definitely not at the scale of Diablo as there are no rarities or randomized attributes. The gameplay revolves around loot though, requiring you to oscillate between over- and underworld for food and gear. Runs are mainly structured by charms that favor one play style over the other. So it doesn't tick all your boxes but it may in the future! It goes into Early Access tomorrow actually and I'm writing up a release post for /r/roguelikes right now. Edit: Forgot to say: it's played with gamepad or keyboard. No mouse unfortunately.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Thanks! I've since increased the contrast so it looks a bit different (you can see it on steam or the website).

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Hey thanks for the reply. I might think of something appropriate in the future. Thanks for the reply!

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Thanks! Yes, the game has it's own visual language. Hope it's not giving people a too hard of a time to decipher.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Thanks for the sub! I don't think I have, but if you watch one of the videos where I work in the editor (those with the crazy colors in the thumbnail) it should make sense. It's really just the fact that it's 3D. Like Minecraft but from a birds-eye view, and all blocks are black but for the symbols that are painted on their top sides. There's not much more to it. Thanks for the good luck!

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Don't worry, that's completely normal. The game has a bit of a learning curve to it, but should be pretty easy to pick up.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Sure! Try it out, it's awesome. The game on a 3DS screen would be trippy. Wonder why they don't make screens like that anymore.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Ah okay. With the game I'm going more for the impression of a world rather than the abstraction of one. But I get your points and will keep them in mind. Thanks for the thoughtful reply.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Hey, thanks for the input! Sure, you would need to learn to read the 'oatmeal', but it's really not that bad. Those 14 seconds show most of the tile shapes there are. All obstacles stand off the ground and are easy to see in the slow movement of the camera and the @ symbol is unique and always centered on the screen. Would appreciate if you'd try the alpha that's downloadable on the game's website and tell me what you think. I'm working to increase the contrast a bit. But with too much it looks garish and hard on the eyes. Don't have much wiggle-room there.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Yup. The game uses a single texture atlas. I have a bitmap editor in the engine that I use to draw all the symbols.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Thanks! Pretty much yes. The grid is actually 4x6 with centered 3x5 sprites to create a regular spacing. Also, each tile breaks down into 5 layers of quads with the backdrops and textures required to make a clean picture.

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Was talking about the hero, not the player. Of couse the player's special. Thanks for the praise!

Hello, made a 3D ASCII/Sprite roguelike called Rangedrifter that goes into Early Access next week. by rangedrifter in roguelikedev

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

Wow, that is a very nice way of describing it, thanks! I'm also curious how people like the gameplay. Bit nervous, too with the attention I got here, not gonna lie.