Paul N Jeffries

My old buddy and ex-partner-in-crime (as in, we used to make shitty Klik & Play games together, we didn’t actually commit any crimes* and it’s not some kind of homosexual euphemism*) Dustin Gunn has finally released his magnum opus, Mayhem Triple.

As it happens, it’s rather bloody good, filled to the brim with massive set-pieces, bloody man-on-anthropomorphised-bunny action and lots of lame references to 90s action movies.  I think I first playtested the primordial version of this game about five or six years ago, so it’s great to finally see it out in the wild.  I do miss some of the features of that early version, however, such as the miniature dancing Christopher Walken enemies that have sadly not made the cut (though admittedly, that reference is hardly topical anymore).

*Well, there was that one time…

Download here:
Rogue’s Eye v1.1.jar
(Requires Java)

This is a bugfix, balance and interface tweaking release – there aren’t really any new gameplay features added over the 7DRL version, but the whole game has been tweaked and re-balanced to make it more tactical. It should now be a bit harder to win simply by upgrading one weapon and stockpiling health potions.

Changelog:
- Q and E keys now turn left and right.
- Number Keys, ‘-’ and ‘+’ now select inventory items at the equivalent inventory position. R, T and Y are now shortcut keys for use, throw and drop respectively, so you can now play without using the mouse if you like.
- 3d scene rendering has been re-written and made more efficient, so the game now only takes about a fifth of the memory.
- Fixed occasional crash bug when moving between floors 6 and 7.
- Fixed enemy re-spawning.
- ‘Natural’ regeneration when full reduced.
- Spawn chances of items adjusted.
- Equippable item enhancement capped at +5.
- Numerous little tweakings here and there.

For the sake of future historians and people who wish to laugh at my mistakes, the original 7DRL version is still available here: http://www.vitruality.com/2013/03/rogues-eye-7drl/

For the past week I’ve been engaging in the 2013 7DRL Challenge.  You can read about my trials and tribulations a bit more on the community blog, but long story short; I did it!

“It is said that in the deepest depths of the dungeon there lies the fabled jewel known as the Rogue’s Eye, which will bring fortune and glory to any who posesses it. But those who seek it should beware – many perils lie between the stone and the surface world, not least of which is its sworn guardian, the dreaded Black Knight…”

This is my first 7DRL, and despite an early change-of-plans I got it done in time and am really happy with the way it turned out.

Give it a go and let me know what you think!
165HrsB

165HrsC

132Hrs

165Hrs

Download link:
Rogue’s Eye
(Requires Java)

Update 05/04/2013: Version 1.1 Released – you can get it here.

 

In the last devlog, I said that this time around I would give a few more details about the new direction of the game I’m working on.  So, I will.

Let’s start with the name, shall we?  Actually, this is a terrible place to start because I haven’t come up with one yet.  For this reason, and also because it is vaguely thematically appropriate, I’ve decided to use ‘Incognita’ as a working title, simply so that I have some means of referring to the game from here on out.

Next, the done thing would be to give a brief, one-sentence description that really sums up what the game is about.  An ‘elevator pitch’ if you will.  (If you use bullet points, does it become a Schindler‘s List?)  But, this is difficult for Incognita in a way that it would not be for Super Hover Blast (“tactical hairdryer combat”) or AS.T.Ro (“a squad-tactics roguelike” – it’s in the title, even).  That’s because those games (especially S.H.B) are, like most ‘indie’ games, based around a simple central ‘gimmick’ that informs all of the rest of the game.  There’s nothing wrong with designing a game that way of course, but Incognita draws on a slightly broader range of influences and ideas and is thus harder to sum up into a snappy soundbite.

I could describe it as a dungeon crawler, but that doesn’t really say all that much – the vast majority of games involve dungeons (in the abstract sense) and crawling therein.  I could do it by saying, as I did last time, that it is a real-time 3D roguelike, although this is a bad idea for a couple of reasons.  Firstly, the ‘real-time’ and ’3D’ parts will no doubt put off the roguelike purists who like turns and ASCII and the ‘roguelike‘ part will put off those who like brainless action games, which leaves only the tiny unserved percentage (maybe as small as 90%) of the population who fall somewhere between those two extremes.  Secondly, it might make people think of Diablo, which would be unfortunate because even if I am starting from the same basic point as Diablo, I am heading steadfastly off in completely the opposite direction.  Roguelike Zeldalike might be more exact, except that’s how The Binding Of Isaac gets described and it isn’t anything else like that either.  Possibly the best way to describe it that I can think of right now is as halfway between Spelunky and a more traditional roguelike.

So, the aim of the game is to traverse randomly-generated dungeons, fight monsters, evade traps, pick up lots and lots of shiny things and then do something stupid that will get you brutally killed.

So far, so completely been done before.  But the devil (not the Diablo) is in the details.  So here are three areas in which I aim to work hard to make the game truly unique:

1. A Real-Time Roguelike That Works
Turn-based roguelikes are great.  I love ‘em.  But they’ve been done.  Real-time roguelikes have also been done before, but they tend to lose a lot of what are (in my opinion, at least) the best features of roguelikes.  Certainly design adjustments need to be made, but I still feel confident that I can take the best bits of roguelikes and the best bits of realtime games somehow smush them together to make a an action-packed dungeon-crawler that doesn’t insult your intelligence.  You’ll need to use your body and your brain if you want to play the game.

2. Better Procedural Generation
In my Roguelike Radio appearance I said something to the effect that I thought that although procedural generation in games wasn’t done badly there were still lots of areas of the field remaining to be explored, particularly in the area of supposedly man-(or goblin-, dwarf- or alien-)made structures.  This was in retrospect a slightly stupid thing to have said because now I have to go and prove it.  Procedural generation is of course also the latest exciting bandwagon that everybody and their dog is jumping on, but I think I have something of an advantage over most people’s dogs because procedurally generating buildings is what I do for a day-job.  The basic aim is to generate dungeons that feel like they are actually put together by some form of semi-sentient lifeform rather than mere featureless jumbles of pointless rooms.  If I also learn something in the process which I can then feed back into the design of real buildings then that could be a useful bonus and will let me write of this whole thing as Important Research rather than just The Thing That I Do To Amuse Myself While Everybody Else Is Watching The X Factor.

3. A Progression System That Complements Gameplay Rather Than Retarding It
In my last blog-post about FTL, I pointed out a few ways in which the character (or in that case, spaceship) progression system in games can end up having a negative influence on its actual core gameplay.  FTL is actually a comparitively minor offender in this regard.   Poorly implemented progression systems can lead to tedious grinding, gameplay mechanics that serve no real function and an overall design that feels more like it wants to exploit the player’s latent kleptomania rather than provide them with something genuinely entertaining and stimulating.  I aim not to do that – i.e. to create a system that avoids these problems while still giving the player meaningful strategic choices and building their involvement with the world.  Quite how I go about that is another thing I’m still pondering on and will need to experiment a bit before I settle on a solution.

Of course this is all merely a starting point for future exploration.  As I hopefully amply demonstrated last time, I’m not afraid to completely change things if I don’t feel like they’re working.  So join me for the next exciting episode of my devlog, when I reveal how I have converted the whole thing into a My Little Pony fangame.

Exciting science news of the week is that according to NASA’s Harold White, it may be theoretically possible to build a kind of ‘warp drive’ and in so doing, exceed the speed of light.  This is of course utterly fantastic news, but rather let down by one teeny flaw.  The drive itself would need to be made of ‘Exotic Particles’.  For those of you who don’t speak Science, ‘Exotic Particles’ basically translates as ‘Made Up Bullshit’, so I wouldn’t start booking your weekend jaunt to Proxima Centauri just yet.

"...as you can see, with the magical power of Sauron's Ring, we can CONQUER TIME AND SPACE. Or play rugby."

Clearly, the real reason for Mr. White to come out with this is because he has received a hefty chunk of Subset Games’ Kickstarter cash in order to promote their new game FTL: Faster Than Light.  (Note: this is not true.)

FTL is a game where you play the captain of a spaceship.  It’s brilliant.  It will eat up your spare time like the Cookie Monster on crack.  It lets you assign energy to different systems, which is a game mechanic I’ve been waiting for since I was about five years old.  I think that’s pretty much all I need to say in order to help you decide whether or not you want to buy it or not – so thus endeth the ‘review’ portion of this review.  But, it does have a few minor things in it which bother me and I’ve been trying to put my finger on what exactly they are.  I’m interested in game design, so I quite frequently attempt to analyse what it is that makes a particular game good or bad and FTL I’ve thought about especially hard since if I ever decide to expand AS.T.Ro I will probably do so by adding in a galaxy-spanning metagame incorporating some kind of spaceship combat system not entirely dissimilar to FTL’s.  So what I think is this:

Much like the Alcubierre Warp Drive, FTL is fantasic but rather let down by one teeny flaw.

What that one teeny flaw is has been subject to some debate.  It can be rather hard to put your finger on, mainly because its the kind of game that seems absolutely perfectly designed when everything is going well.  When things are going badly, however, it rapidly becomes frustrating and unenjoyable.  We tend to be a bit more forgiving of games that are no fun when you’re losing because, well, you’re losing.  Having a crappy time is part of that, right?

"I sense that you are feeling incredibly irritated by me."

Not according to Dwarf Fortress.  In Dwarf Fortress, Losing Is Fun.  And that’s relevant here because Dwarf Fortress is, in many ways, FTL’s closest relation, both of them being roguelike management sims.  Just replace the underground fortress with a spaceship and hoardes of ungrateful bastard dwarves with a small crew of colourful aliens.  Of course there are major differences as well – foremost of which is that Dwarf Fortress is actually at its best when you’re losing, while a fortress where everything is going swimmingly gets fairly boring quickly.

That’s because Dwarf Fortress, like Tetris before it and Real Life before that, is all about losing.  There is no way to win in Dwarf Fortress, no possible victory condition, only the inevitability of defeat.  However mighty a civilisation you build it is ultimately destined to crumble, the dwarves you’ve nurtured doomed to be slain by Goblins, Zombie Elephants or your own managerial incompetence.  The only way to win Dwarf Fortress is not to play.  But what that means is that you learn to take your victories where you can.  Every day your dwarves are not starving to death, going mad or having their innards converted into fashionable evening wear by some collosal demon is a good day.  And even those other days are still pretty cathartic – the videogame equivalent of smashing up a lego model you spent ages building.  There is sadness, but also a sense of release.

But we’re talking about FTL, and FTL is all about winning.  You have a goal in FTL – you have to get to the final sector, defeat the boss and save the Federation from the dastardly Rebels (this last, incidentally, is an interesting inversion of the standard trope but sadly it doesn’t really go anywhere with it).  Losing is bad.  FTL makes you want to not lose.  This is not in itself a problem, of course.  The problem is that, having made you care about losing, FTL will then often fail to provide you with any means of not losing.  Well, ‘often’ is perhaps overstating it.  During the ‘going well’ runs I have usually died from some stupid mistake that I only have myself to blame for.  But there have been other games where things have completely fallen apart for reasons that I’m not entirely sure were my fault – when I cannot see any reasonable way that I could have avoided them.

It’s probably worth mentioning at this point that this is not a complaint about difficulty – I have finished the game on Normal difficulty and actually find it fairly easy compared to most roguelikes (which I kinda suck at, usually).  Though, it might be more accurate to say that sometimes its easy and sometimes its basically impossible.

A typical day in the office.

One common criticism I’ve heard made is that the game is ‘too random’.  I sort of agree with that, but I’m not sure it’s really specific enough – some of the most popular games in the world have a far higher degree of randomness.  The problem is more in the way that it uses that randomness and the way that the randomness acts on its mechanics.

Another argument that has been raised is that your sucess in the game largely comes down to how lucky you are with coming across shops.  In response to this, Roguelike supremo Darren Grey managed to complete the game without visiting any shops.  I’ve never personally had any problems with finding shops, but just to go a bit Ben Goldacre for a moment: with all due respect to Mr. Grey I’m not sure he really proved anything by doing this, because:

  1. The sample size is too small.  You can’t really prove any argument about random distribution just with one run through.
  2. He presumably knew that he wasn’t going to be visiting any shops right from the start and was adjusting his tactics accordingly.  That’s a bit different to playing with the (not entirely unreasonable) assumption that you will bump into a shop sooner or later.
  3. He’s Darren Grey, King of Roguelikes.  He’s beaten more Roguelikes than actually exist.  He’s the guy that ASCII dragons tell their children about so that they eat up all their villagers and grow up to become upper case.  I’ve met Darren Grey, and he looks exactly like Mr. T except all the gold chains are actually amulets of Yendor.  (Note: this is also not true.) Just because some people are tightrope walkers does not mean that tightropes are not shit bridges.

Anyway, I actually don’t disagree with Darren – I don’t think that shops or the lack thereof are really all that much of a problem.  I do think there’s a problem,  I think it’s something a little broader.

FTL is, like a lot of strategy games, about investing to stay ahead of a power curve.  In this case represented by upgrading the equipment of your ship to keep up with the improvements in the equipment of the enemies you face as you go through the game.  And, like a lot of games like this, it features a negative positive (thanks, me) feedback loop.  If you fall behind that power curve then you are going to have a harder time in battle and will have to spend more resources repairing your ship and less on upgrading it, making it much harder to ever catch up to the point where you are supposed to be.  I consider this fairly bad game design in general, since it tends to render decisions you make early on in the game far more important to your overall success than those you make later on.  That is particularly exacerbated in FTL by the fact that in the early game your options are far more limited, and your success is more greatly affected by entirely chance occurances.

How to win FTL

A lot of similar games somewhat mitigate this by implementing a kind of ‘rubber banding’ – for instance most Roguelikes and other RPGs give you a large experience boost for defeating an enemy which is a much higher level than you, both rewarding you for accomplishing something challenging and allowing you to catch back up with the power curve if it has been leaving you behind.  FTL does not do this.

This is all bad enough, but it’s still not what I consider the biggest problem.  That has to do with the shield mechanic, or more specifically the way that the shield mechanic interacts with the larger progression metagame.  In FTL, ships have shields.  Shields absorb damage from lasers and similar weapons and in doing so gradually fade away, but will recharge after a few seconds.  A large part of the combat game revolves around wearing down the enemy’s shield  so that it collapses and you have a window of opportunity to blast away at the juicy systems below.

The problem is that if you find yourself falling behind the power curve, you can often find yourself in a situation where your rate of inflicting damage is slower than the recharge rate of your enemy’s shields, and that consequently you will never manage to actually penetrate them and inflict damage.  This means that if you fail to gain sufficient upgrades quickly enough fights don’t just become more difficult – they become impossible.  The game has many fine moments but plucky underdog comebacks against all the odds are not among them – because the odds can often be zero.  Conversely, if you’re ahead of the curve you end up fighting enemies who are completely incapable of hurting you and you can just plug away at them with no risk to yourself, which can be gratifying but is still a little lacking from a gameplay perspective.

In FTL, this would not end well.

To be fair, I’m making it sound a little worse than it is.  One thing FTL is very good at is offering a variety of approaches to combat with interesting interlocking systems of counters.  The most obvious counter for heavily shielded ships is missiles.  Missiles bypass shields entirely, making the preferred tactic for such situations to use missiles to attack your opponent’s shield generator, weakening them enough for your laser cannons to grind them down and begin inflicting hull damage.  The problem with this is: missiles are a limited resource.  A very limited resource.  Over the course of the game you will probably come across only around 25-30 missiles.  In the late game, however, there is only around a 50% chance  that a missile will hit.  It can take multiple consecutive missile hits to knock down a fully powered shield generator to a level that your lasers stand a chance of punching through, and that damage can be repaired remarkably quickly, leaving you more-or-less back where you started.  This is a mathematical equation that can be solved to give x = not enough fucking missiles.  Enemy ships, on the other hand, seem to have stacks of missiles and no reason to conserve them, and will happily fire missile after missile into your most sensitive parts, mocking you and your puny missile-less spaceship.  But, for the player it is not really a tactic that can be relied upon and hence is a counter that doesn’t really work.

The other possible countermeasure, and the one that I tend to focus heavily on as it is by a long way both the most effective and most fun tool in the game, is boarding parties.  Teleporting your crew to an enemy ship bypasses their shields and, if  you can kill all of their crew while keeping their ship intact, provides a massive reward bonus on victory.  (SPOILER: It’s also an easy way to completely de-fang the end boss.)  However, in the situation under discussion it doesn’t really help that much since in order to be able to do it you need to have outfitted your ship with a teleporter, which you are unlikely to be able to do if you’re already lagging behind the curve, and you need crewmen that are tough enough to do the job (i.e. Rockmen and Mantises).  Plus, if the enemy ship has a medibay you really need to puncture the shields anyway in order to keep it out of action long enough for your invasion force to finish murdering everybody.

What the game expects you to do in situations where you have no chance of hurting your opponent is to concentrate on fending off his attacks long enough in order for your FTL drive to charge up and allow you to escape.  This, in itself, can be a pretty frantic and entertaining part of the game.  But escaping often does not help you that much – not only do you get no rewards and thus fall further behind where you should be, the capabilities of enemy ships increase fairly homogenously so you may find yourself running straight into the same situation with a different ship.  Additionally, there are only four upgrade levels of shields, so each increase represents a big step up in difficulty.  This means that impossible situations can, if you’re unfamiliar with the game, sneak up on you.  You might be doing fine with the weapons you have and not see any reason to upgrade until its already too late.

So, the problem with FTL is not really any one thing but more a collection of very very minor issues that combine together.  Even then, I freely admit that it is still a relatively minor problem and I’m basically just nitpicking.  But, it’s a nitpick that could be easily fixed and because I like to be constructive with my winging here are a couple of ideas that, either alone or in combination, could eliminate it entirely:

  • Most simply and probably most effectively: provide more missiles as random loot and reduce the cost of buying them to just one scrap.  Make them an effective resource and let the game work as it was (presumably) designed to.
  • Make shields able to take more hits (i.e. make each upgrade correspond to a new shield level rather than every two, which makes more sense anyway) but increase the recharge time.  Ships with more shields would still have an advantage because they could drop the opponents shields first and start picking off key systems, but all but the weediest weapons would eventually cause your shields to fail, so nobody would ever be entirely safe.
  • Give more weapons as loot/random drops.  You are already limited in the weapons you can use by the number of slots you have and the power requirements you can support, so this would really just give the player more choice and stop them from losing simply through never coming across a decent weapon.
  • Make random events less random by letting us play through at least their negative consequences.  This sounds like it would involve a lot of development but it wouldn’t really.  Most of the events (accidentally bringing maniacs on board, exploring a derelict ship being slowly smashed apart by asteroids, going on board a space station to fight giant spiders/fire etc.) can already be simulated perfectly well by the game engine already implemented.  Don’t just kill crew randomly, let us kill them ourselves through our own shoddy decision-making.
  • Make teleporters part of standard ship equipment rather than something you have to buy.  This way everybody has at least the option for a crazy last-ditch attempt to disable the enemy ship with their one remaining crewman.  For balance, give some enemies blast doors – it’s kind of weird that they don’t have them – it makes teleporters rather overpowered and it would add an extra tactical dimension to close combat if you had to also worry about keeping their door control system disabled as well.

Just to reiterate one last time: I’m doing this purely as a kind of super-nerdy intellectual exercise rather than because I want to imply that FTL is a bad game.  It isn’t.  It’s an excellent game with the occasional questionable design choice that stands out simply because the rest of the game is so cleverly put together.  In fact it would be a very strong contender for my Game Of The Year were it not for XCOM coming out next month (pleasebegood, pleasebegood, pleasebegood)…

So… my last Devlog was a while ago.  Over a year ago, in fact.  This may lead you to suspect that I am in fact the worst devlogger in the world, if not the worst human being ever.  I can’t really come up with any counterarguments to those points, but the fact that I have not been devlogging does not mean that I have not been devving.  I may have taken the occasional break to work on other things but I’ve been keeping development on this project bubbling along as well.  The process has not been without casualties, however…

Way back in April 2011, the game looked something like this:

The epic battle to decide which colour of shitty placeholder graphics is the best.

The basic concept was that this would be a 3D squad-based strategy game with a spy-fi flavour.  You would have been given control of a covert spy cell within a fictional third world country and tasked with doing spymaster type stuff: sending agents on missions, gathering intelligence and trying to manipulate events within that country to satisfy the objectives of whichever secret service you were playing as.  Be that foiling terrorist plots, promoting oil interests or trying to destabilise the government and plunge the whole place into civil war (or all three at the same time).  It would have played like something of an espionage-based X-com, with a strategic layer on which you  could gather information, trail enemy agents and try to manipulate various other agencies and officials and a tactical layer where you would directly control your agents in procedurally-generated levels as they went about their nefarious deeds.  (So, pretty much X-com but with more stealth and moral ambiguity and car-chases instead of UFO interceptions.)

If this all sounds a bit of an ambitious challenge for one lone part-time developer to tackle then yes, the same idea (eventually) occurred to me as well.  Also, I became aware of Introversion Software’s Subversion, which looked like it was trying to push a lot of the same buttons but with rather more time and resources (and, yes, talent) than I had at my disposal.  So, I ultimately decided that I was onto a bit of a loser with that idea and canned it.  (Subversion has of course also been canned since then, although I’m not sure whether that actually validates or invalidates my decision in the end.)

But this didn’t mean giving up on the game, even if the game was now something completely different.  With what I had so far I had the basis of a fairly well developed game engine and the vast majority of it – the physics engine, the GUI, the 3d map-building, the AI etc. etc. could be easily applied to even a radically different kind of game.  So, I decided to use it to create a radically different kind of game: an FPS Roguelike.  Switching the game around to work like this was fairly trivial – basically just a change to the camera and control systems.  That done, I began developing the physics engine and animation systems a bit more to cope with the greater demands of being right in the thick of the action and implementing various different item types that the player character could use.

I demo’d this version of the game very briefly at the IRDC a couple of months ago, at which point it looked like this:

Do skeletons actually catch alight? These are the important questions an indie game designer must consider.

Exciting door-opening action!

Corridors! Now with added blandness!

He probably doesn't need that stuff anymore anyway.

After a while, however, I began to realise that I had a bit of a problem.  Namely: I didn’t really like the game I was making.  Something about it felt a little off to me and I couldn’t really get too enthusiastic about working on it.  There were a couple of things that I would have liked to do with it but which didn’t seem to really gel with the overall design.  After pondering on this for a while I realised that the root of this problem lay in the game’s first-personness.  A full analysis of that will probably form a separate blog post at some point in the future but to summarise: first person view greatly restricts the information you can feed to the player – in fact restricting it well beyond a level that is actually ‘realistic’.  With that restriction comes other restrictions on the kind of gameplay mechanics you can successfully implement, and even the kinds of aesthetic choices you can make.  On a more personal note I began to think about the kinds of games that I really liked and that I found inspiring, and realised that hardly any of them were first-person, and usually if given the option in something like Skyrim I will choose to play in over-the-shoulder mode most of the time and only toggle to first-person to aim missile weapons better.  Plus, what with Delver, Tomes of Mephistopheles and Gnoblins all being announced the whole first-person-proc-gen-dungeon-crawl thing was no longer much of a unique selling point.

So, to cut a long story short: for both highly analytical game design reasons and also reasons of personal preference, I switched the game to an overhead view.  This necessitated the third re-write of the camera and control system in this project’s history but I immediately felt the better for it.  I’ll talk a bit more about the new direction for the game in the next devlog (which will hopefully turn up a little bit sooner than last time), but for now here is a taster of what the latest version of the game currently looks like:

Target audience: not arachnaphobes

I haven’t actually had time to watch it yet but I thought I’d mention it before it disappears off iPlayer: there was a Culture Show special about The Orbit.  I was originally going to be interviewed for it, but wasn’t in the end purportedly because the stuff I was going to be talking about (i.e. the way that we actually went about designing the thing) was deemed too complicated for the average viewer to understand, so they decided to go for a man standing on a wobbly board instead.  Stay classy, BBC.

But never mind – I’ve been boosting my media profile in other ways recently, first of all by giving a talk at the recent International Roguelike Development Conference about procedural generation as used in architecture contrasted with its use in game development.  Then by appearing on the most recent episode of Roguelike Radio to discuss the same thing and various other aspects of these vidjagame thingies all the kids are banging on about these days.

This now I believe makes me exactly famous enough to count as a ‘celebrity’ for the purposes of ITV reality shows.

AS.T.Ro is a science-fiction themed squad-tactics roguelike.  The basic genesis of it was that I wanted a project that I could use to teach myself Java, and feeling inspired by the 7-day-roguelike challenge (though lacking the time to actually compete that week) I decided to write a roguelike in 48 hours – which is to say 48 total hours coding time spread out over a couple of months whenever I could find the time.  Just to jump on as many game development bandwagons as possible I decided to mix it up a little by giving you control of a small squad of characters rather than just the one.  Also, it’s in space!

For the full story of how I got on, you can check out my devlog on TIGSource: here. But, long story short: I succeeded!

Features:

  • Control a team of 4, each with their own strengths and weaknesses
  • Battle 9 different enemy types
  • Use 14 different items
  • Explore strange new worlds, seek out new life and new civilisations and shoot them with lasers

Screenshots:

Play it online here:

http://www.vitruality.com/ASTRo/Version1.0/launch.html

If you like it, let me know.  Even though this version is ‘complete’ there are still plenty of ideas that I didn’t have time to implement, so if there is sufficient interest I wll probably continue to expand it ad infinitum, in the grand roguelike tradition.

 

 

I have redesigned the look of the site a bit, because:

  • The old ‘Vitruvian Man’ header was only ever meant to be temporary
  • The black-blue colour scheme was a bit dark and hard to read
  • I like Lego.

Scientists have calculated that the new look is 1 x 10^9 times better than the old one.  You can tell scientists did it because everybody else would have just said ‘a billion’.

Might be a few more things that I’ll tweak here and there, but its basically done I think.

© 2012 VITRUALITY Suffusion theme by Sayontan Sinha