tag:blogger.com,1999:blog-36006490721738907522024-02-16T04:37:37.533+01:00Rogue SurvivorRogue Survivor zombie undead gameRoguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.comBlogger115125tag:blogger.com,1999:blog-3600649072173890752.post-46316812137211197722018-08-19T17:17:00.000+02:002018-08-19T17:17:20.171+02:00Rogue Survivor alpha 10.1 release!<div class="tr_bq">
Hey!!</div>
<br />
Alpha 10.1 is here!<br />
Get it in the download page. You can get the source code as well.<br />
<br />
Here's the readme. Have fun!<br />
<br />
<blockquote>
ALPHA 10.1 CHANGES<br />------------------<br />A minor update, mostly bugfixes and a couple of new features and tweaks.<br />For devs a new experimental useful/hilarious/depressing/infuriating Bot Mode.<br /><br />FIXED BUGS<br />(1) (Stability) Ordering followers to drop all items could crash the game.<br />(2) (Rules) Group members could trigger each other trap (eg: your follower triggering your trap).<br />(3) (Stability) AI detected to attempt illegal or looping actions will not crash or lock the game anymore.<br /> They will just say something about it instead and wait a turn. </blockquote>
<blockquote>
NEW OPTION : AUTOSAVE<br />- New option: AutoSave Period, by default 24h.<br />- The game will autosave at regular intervals when you:<br /><span style="white-space: pre;"> </span>- start to sleep<br /><span style="white-space: pre;"> </span>- start a long wait<br /><span style="white-space: pre;"> </span>- or change map/district<br />- Manually saving the game will reschedule the next autosave.</blockquote>
<blockquote>
NEW GAMEPLAY : STEALING FOLLOWERS<br />- Can steal followers if you have a higher Charismatic skill than their current leader.<br />- Just use the lead command on someone that has already a leader.<br />- The AIs can do it too!</blockquote>
<blockquote>
UI : NEW ICON FOR NPC CARRYING VITAL ITEMS<br />- If an NPC has an item that is vital for you in your current condition, it will get a yellow $ icon.<br />- Vital items :<br /><span style="white-space: pre;"> </span>- Food when you are hungry<br /><span style="white-space: pre;"> </span>- Blue pills when sleepy<br /><span style="white-space: pre;"> </span>- Healing meds (bandages, medikit) when injured<br /><span style="white-space: pre;"> </span>- Curing meds (purple pills) when infected<br />- Keep in mind there is no guarantee the NPCs will trade the item with you. The icon is just there to help you notice the npc.</blockquote>
<blockquote>
SURFACE MAPGEN<br />- New layout variant for houses : apartments, aka "cramped places of death".<br />- CHAR Agencies have books and magazines... which will probably be looted very quickly.</blockquote>
<blockquote>
PRISON MAPGEN<br />- Cells doors are now unbreakable, because NPCs will now actually try to break free when trapped!<br />- "That person" down there can now be in any of the cells, not always the last one.</blockquote>
<blockquote>
HOSPITAL MAPGEN<br />- Moved Jason Myers spawn point so he's more likely to roam around.<br /> Also gave him more stamina and made him more agressive.<br />- Increased max number of nurses starting trapped in hospital storage rooms.</blockquote>
<blockquote>
AI<br />- Civilian followers are now much more likely to lay traps and build fortifications.<br /> They were previously too busy following their leader. You should see much more traps and fortifications around.<br /> "Light Feet" skill can be a life saver!<br />- NPCs will not pick up traps layed by themselves or their group.<br /> No more followers messing with your clever trap layout.<br />- NPCs will never trade away unique items unless for another unique item.<br />- Hungry civs searching for food will angrily push objects around only when inside. Pushing cars outside is not a productive food search<br /> method.<br />- NPCs leaders are a bit less likely to get stuck waiting for followers forever.<br />- Improved Explore and Wander behaviors logic. As a side effect, they can try to break free when trapped or blocked.</blockquote>
<blockquote>
MISC<br />- Closing gates do not insta-kill anymore but inflict large damage, and if the victim is still alive the gate will not close.<br />- Book bore chance up to 10% (was 5%)<br />- Added a bunch of new names and surnames for NPCs.<br />- City Size option has now no effect on difficulty. There are both advantages and disadvantages for large cities so in the end it evens up.<br />- You can now bump into things to break them instead of using the Break command, but it will ask for confirmation.<br />- Typos fixes.<br />- Misc manual fix: removed obsolete mention that killing in self-defense is murder.</blockquote>
<blockquote>
FOR DEVS<br />- Most changes in the source code marked by "// alpha 10.1".<br />- New experimental Bot Mode in Debug build only: AI takes control of player.<br /><span style="white-space: pre;"> </span>- Press INSERT to toggle ai taking control of the player.<br /><span style="white-space: pre;"> </span> Will work for any ActorModel that has a default controller defined. As of alpha 10.1 that means all actors.<br /><span style="white-space: pre;"> </span>- The character controlled by the bot is still considered as the player by most of the game rules, the other AIs etc...<br /><span style="white-space: pre;"> </span>- Remember AIs do not leave districts so the bot won't either.<br /><span style="white-space: pre;"> </span>- The Bot will handle everything a player has to do : answer trade offers, choose skills upgrades etc...<br /><span style="white-space: pre;"> </span>- When the Bot is exploring, keep in mind it make no use of the player fov memory of the maps, so it is suboptimal when<br /><span style="white-space: pre;"> </span> exploring for the player. Also the ais make no use of the messages the player is receiving like "you hear fighting..." etc...<br />- Fix (3) about AI not crashing the game is only in Release build. Debug build will still throw exceptions etc...<br /> Faulty AIs should not crash or lock the game in Release if possible.<br /><br />Have fun!<br />And remember, die with a smile!</blockquote>
Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com29tag:blogger.com,1999:blog-3600649072173890752.post-56225021191812863182018-08-16T16:38:00.000+02:002018-08-16T16:38:26.802+02:00Alpha 10.1 soonHey!<br />
<br />
I'm running some final tests on Alpha 10.1 and should release it within a few days.<br />
<br />
A useful new feature I added for devs is Bot Mode. By pressing a key in Debug build you can let CivilianAI takes control of the player. Hilarity ensues.<br />
<br />
Here's a screenshot of HiScores, all of them games by bots.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhHoT22mQUFeTRpMauC7eabU1zq2LPlFkq1x8dsV_1EKXD32MZmRwF3zz5HTHi_E8VVCPQ9wRFNPRxGrjxwlHAbwhIPK3V3wLHbDB6Cehae3wQ-JSqB3CJ82vzjZdb-tZjTK8Er9s4gLMS/s1600/alpha10_1_bot_runs.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="802" data-original-width="1028" height="311" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhHoT22mQUFeTRpMauC7eabU1zq2LPlFkq1x8dsV_1EKXD32MZmRwF3zz5HTHi_E8VVCPQ9wRFNPRxGrjxwlHAbwhIPK3V3wLHbDB6Cehae3wQ-JSqB3CJ82vzjZdb-tZjTK8Er9s4gLMS/s400/alpha10_1_bot_runs.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Not so bad CivilianAI. Not so bad.</td></tr>
</tbody></table>
<br />
<br />
See you soon!Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com0tag:blogger.com,1999:blog-3600649072173890752.post-54077486328355669412018-07-27T18:18:00.000+02:002018-07-27T18:21:30.617+02:00News on Alpha 10.1; Android Game Pixel Diamonds CavesHey!<br />
<br />
<b>ALPHA 10.1</b><br />
I have starting working on alpha 10.1. This will be a minor update. Mostly bug fixes reported by players and a few new minor features added. I sneak a couple of hours on it whenever I have the time.<br />
<br />
<b>PIXEL DIAMONDS CAVES - ANDROID GAME</b><br />
Unrelated to RS, but several months ago I released an android game <a href="https://play.google.com/store/apps/details?id=com.rj.dcaves" target="_blank">Pixel Diamond Caves</a>. You can find it on google play store. Its an old school pixelish arcade/puzzle game. Some levels are handcrafted and some are procedurally generated. Think Boulder Dash with items, procgen levels and more varied monsters. You could give it a look between two brain/groceries eating sessions.<br />
<br />
See you next time!<br />
<br />
<b><u><br /></u></b>Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com0tag:blogger.com,1999:blog-3600649072173890752.post-26944807459484122592018-04-28T20:31:00.001+02:002018-04-28T20:39:07.794+02:00Rogue Survivor alpha 10 release!<div class="tr_bq">
Hey!!</div>
<br />
Alpha 10 is here! Right in the download page!<br />
Six years after the last version! ...and on the same day april 28! Coincidence? I think... yes. I didn't do it on purpose but its funny.<br />
I released the source code as well.<br />
<br />
Here's the readme. Have fun!<br />
<br />
<blockquote class="tr_bq">
ALPHA 10 CHANGES<br />
----------------<br />
<br />
New stuff and modifications of existing stuff that should make the game more fun!<br />
<br />
<br />
FIXED BUGS<br />
(1) (Stability) Fixed various issues with the sim thread.<br />
(2) (Gfx) Fixed overlays sometimes being cleared when they should not.<br />
(3) (Rules) Fixed running actors not dropping scents on every tile they run through.<br />
(4) (Gfx) Fixed special dialogues overlays not cleared when closed.<br />
(5) (Misc) Fixed "that person" in "that place" leaving a corpse when "the thing" has happened.<br />
(6) (AI) Char Guards only warn trespassers they can still see.<br />
Note that due to fov behind asymetric, sometimes they can see you while you can't see them.<br />
(7) (Misc) Fixed bikers jacket being wrongly described as being suspicious/unsuspicious to gangstas while gangstas don't care about them.<br />
(8) (Rules) Actors dragging corpse cannot push/pull/shove anymore.<br />
(9) (Rules) Pushing/Shoving did not properly check tiles triggers.<br />
(10) (GUI) Fixed situation were was saying "Hint available" but when asked to show the hint had none.<br />
(11) (Misc) Fixed "that person" in "that place" hailing the player even when not visible to the player.<br />
<br />
<br />
NEW ACTION : PULL (default Ctrl-P)<br />
- Similar to pushing, you can now pull objects and actors.<br />
<span style="white-space: pre;"> </span>- Select an adjacent object/actor to pull.<br />
<span style="white-space: pre;"> </span>- The select an adjacent tile you can walk to.<br />
<span style="white-space: pre;"> </span>- If possible, the pulled object/actor will be forcibly moved into your tile.<br />
<span style="white-space: pre;"> </span>- And you move into the walkable tile you selected.<br />
- You can pull in any direction, not limited to "walking backward".<br />
- Some interesting uses of the pull action :<br />
<span style="white-space: pre;"> </span>- Gives you more options on how to close the entrance to your camp.<br />
<span style="white-space: pre;"> </span>- Pulling an enemy on your traps (see the updated trap rules).<span style="white-space: pre;"> </span><br />
<span style="white-space: pre;"> </span>- Pulling someone out of danger.<br />
<span style="white-space: pre;"> </span>- Or pulling someone into danger, pulling them in your place.<br />
<br />
NEW GAMEPLAY : DISARM<br />
- Each succesful melee attack has a chance to disarm the defender.<br />
- The item on right/left hand will be dropped in an adjacent tile if possible.<br />
- Base chance is 5%.<br />
- Martial Arts skill adds +10% per level.<br />
- Defender Strong skill resists disarm by 5% per level.<br />
- Some melee weapons give disarm bonus as well.<br />
- Rats and Skeletons cannot disarm!<br />
<br />
NEW GAMEPLAY : NEGOCIATING TRADE<br />
- New action: Negociate Trade. Default key E. Select an adjacent npc willing to trade.<br />
- Opens a window where you can offer or ask for items.<br />
- You see your inventory and the npc inventory.<br />
- Items are color coded so you can see if the npc will accept or not and if your Charismatic skill had an effect or not.<br />
- Removed now obsolete action "offer item to trade".<br />
- "Fast" trade by bumping into a npc is still there but you should use the negociating trade action.<br />
- The player Charismatic skill is rolled only once per turn to avoid exploits :)<br />
- A succesful trade recovers some Sanity for both parties.<br />
<br />
STENCH KILLER OVERHAUL<br />
- Stench Killer is now sprayed on actors not tiles.<br />
- You can spray it on yourself or adjacent actors.<br />
- It suppress all the actor scents for a number of turns : the actor won't drop scents on the tiles.<br />
- Works on any actor, living or undead.<br />
- The suppression is subject to decay like other odors (effect of rain etc...).<br />
Note that accelerated odors decay due to rain now only affect tiles that are outside.<br />
- Example of uses:<br />
<span style="white-space: pre;"> </span>- Spray on yourself and your followers before entering or leaving your base.<br />
<span style="white-space: pre;"> </span>- Spray on a zombie master to prevent him from dropping tracks for other undeads to follow.<br />
<br />
TRAPS<br />
- An actor and his group will never trigger traps they have layed when stepping into them.<br />
Eg: if you drop some spikes you and your followers can safely walk into them.<br />
- Makes defending your base with traps a much more viable strategy!<br />
- Traps that are safe for the player have green icons and description mentions who setup the trap.<br />
- Undeads are 30% more likely to trigger traps.<br />
- Light Feet skill bonus to avoid/escape traps bumped to +15% (was +5%).<br />
<br />
RANGED WEAPONS FIRING<br />
- When firing the interface now shows your average hit chances for each shot and which fire mode you are using.<br />
- Redone how "Rapid Fire" works, it was useless and no one ever used it!<br />
Now it is actually an option to consider especially with the firearms skill.<br />
<span style="white-space: pre;"> </span>- Rapid Fire attack values are now a stat of the ranged weapons, some are a bit better than others at rapid fire.<br />
<span style="white-space: pre;"> </span>- Before it was just a flat penalty to each shot irrevelant of the weapon used.<br />
<span style="white-space: pre;"> </span>- As before, Rapid Fire makes you shoot twice for the cost of only one action.<br />
<span style="white-space: pre;"> </span>- Keep in mind "rapid fire" means you are not taking the time to aim properly between shots,<br />
<span style="white-space: pre;"> </span> not that you are using automatic fire or not. Automatic fire doesn't "exist" in the game and is just reflected<br />
<span style="white-space: pre;"> </span> in the weapons damage or attack stats, some weapons are always assumed to be fired in burst and an "ammo"<br />
<span style="white-space: pre;"> </span> for them does not represent a single bullet. That was a clarification for weapon nerds out there :)<br />
- The game remembers your fire mode so you don't have to switch each time you fire.<br />
- Distance to target is now a % modifier on the ranged attack value and has a bigger effect on hit chances,<br />
especially beyond efficient range.<br />
<br />
NEW GAMEPLAY : MELEE WEAPONS AS TOOLS<br />
- Some melee weapons can be "tools". Eg: hammer, crowbar...<br />
- Equipped tools give bonuses when breaking, barricading, repairing or building.<br />
- Some tools are better at breaking than building and vice-versa.<br />
Eg: the crowbar is best at breaking stuff, the small hammer at building and repairing.<br />
- Read the melee weapon item description to learn each tool weapon bonuses.<br />
<br />
GROUP AND ENEMIES<br />
- Groups now share enemies :<br />
<span style="white-space: pre;"> </span>- "The enemies of my leader are my enemies"<br />
<span style="white-space: pre;"> </span>- "The enemies of my mates are my enemies"<br />
<span style="white-space: pre;"> </span>- "The enemies of my followers are my enemies"<br />
- Examples:<br />
<span style="white-space: pre;"> </span>- A civilian lead by a cop will be enemies with gangs because the cop faction is enemy with the gang faction.<br />
<span style="white-space: pre;"> </span>- You decide to attack another civilian. Your follower will be enemy with him too.<br />
<span style="white-space: pre;"> </span>- A biker aggress you for your item. All the biker group will now be your enemies too. All your followers will<br />
<span style="white-space: pre;"> </span> be their enemies too.<br />
<span style="white-space: pre;"> </span>- You got a new follower but he is a murderer. If cops go after the murderer they will go after you too.<br />
- To "get rid" of the problem of being enemy of a whole group because you have a "problem" with one of them you have<br />
to break the group links with him, so 2 solutions:<br />
<span style="white-space: pre;"> </span>- Kill the guy you have a problem with (eg: the one who agressed you)<br />
<span style="white-space: pre;"> </span>- Or Kill the group leader.<br />
- Look at the icons and the actors descriptions to understand why they are your enemies.<br />
<br />
SKILL UPGRADE INTERFACE<br />
- Skill Upgrade choices are now shown in a window. Less cramped than message logs!<br />
- Works for upgrading your followers too and you also see their current skills listed.<br />
<br />
SANITY REBALANCE<br />
- Increased Sanity recovery for having a follower with a bond or killing undeads.<br />
- Chatting or trading can also recovers Sanity.<br />
- Rewards more active play!<br />
- Sanity Nightmares now also drains some Stamina.<br />
<br />
WEATHER & TIME OF DAY AWARENESS<br />
- Weather is now more dynamic. It stays the same for a very short or very long period of time and then will change.<br />
So you can have anything from short burst of rains for a few hours to long sunny days and it can change at any time<br />
during a day. Previously it could change only when starting a new day.<br />
- If you can't see the sky (sleeping or sewers/basements maps) :<br />
<span style="white-space: pre;"> </span>- you are not told the time of the day.<br />
<span style="white-space: pre;"> </span>- you are not told the weather and informed of weather changes.<br />
- Cellphones and Police Radios can give you the time of the day.<br />
<br />
MISC GUI<br />
- Options screen: describe currently selected option and which option/game mode interactions.<br />
- Actor description shows unusual or unexpected abilities.<br />
Now you can see what each type of undeads can and cannot do. It removes a bit of mystery but improves gameplay.<br />
- City map: highlight your current district in green.<br />
- City map: removed Sewers Maintenance from notable locations.<br />
- City map: "that place" information has the correct tile coordinates and will be easier to find once you know<br />
where it is.<br />
- Location info: shows fov penalty for time of day and weather.<br />
- Actors following their leader now have a new icon.<br />
- When hovering on an actor:<br />
<span style="white-space: pre;"> </span>- Actors in the same group are highlighted with a blue icon.<br />
<span style="white-space: pre;"> </span>- Actors targeting this actor are highlighted with a red icon.<br />
- Martial Arts and Hardy skills are highlighted green when active.<br />
- When bashing an object shows how much damage done.<br />
- Non-threatening things said by actors are in cyan, threatening things in red.<br />
- Undeads with the Z-Grab skills have an icon as they are very dangerous.<br />
- Items descriptions mention that you can take/drop them with ctrl/shift keyboard shortcuts.<br />
Most players probably didn't know about that!<br />
- Hints: when a hint is available tells you which one it is.<br />
- Hints: disabled when playing undead.<br />
- Game modes description improved.<br />
<br />
AI<br />
- NPCs will check if they can reasonably reach an actor/an item before trying to trade/lead/melee/pick up.<br />
Prevents them from getting stuck trying to do something they cannot possibly do.<br />
- NPCs will now use Rapid Fire when shooting weapons if they think its a good idea.<br />
- Rewrote NPCs item rating and trade logic. Means they will pick up and trade different items than before and<br />
should be better at managing their inventory.<br />
- NPCs will always equip best items possible.<br />
- NPCs should be a bit better at escaping.<br />
- NPCs will get rid of empty cans.<br />
- NPCs will "defrag" their inventory by merging small stacks to keep their inventory as tight as possible.<br />
- Tweaks to Fight or Flee logic.<br />
- Intelligent NPCs more wary of stepping into unsafe damaging traps.<br />
- Living NPCs a bit more likely to choose Necrology and High Stamina when upgrading.<br />
- NPCs will not try to trade with people fighting or fleeing.<br />
- Improved Gangs items scavenging.<br />
- Some NPCs can try to break or push stuff to get where they want.<br />
Eg: Gangs cause now more mess. Civilians can get messy if they feel they have to.<br />
- Updated NPCs use of stench killer, can spray on themselves or their group.<br />
- Skeletons can now use stairs.<br />
- Some other tweaks.<br />
<br />
MAPGEN<br />
- Housings can have a small garden or parking lot for variety.<br />
- Parks can have small sheds with tools.<br />
- Hospital Storage now starts with some nurses trapped in it.<br />
<br />
UNIQUE ACTORS<br />
- Unique Actors are now invincible until you spot them.<br />
- When you first spot a Unique Actor it plays its theme music and focus on him.<br />
<br />
MISC<br />
- Actions like barricade now always consume an item from the smallest stack instead of the first one it finds.<br />
- Rain affect odors decay only on outside tiles.<br />
- Unsuspicious:<br />
<span style="white-space: pre;"> </span>- Increased effects of outfits to 75% (was 50%).<br />
<span style="white-space: pre;"> </span>- Increased effect of Unsuspicious skill to 20% (was 15%).<br />
- Light Sleeper skill increased to 20% (was 10%).<br />
- Z-Grab skill increased to 4% (was 2%).<br />
- National Guards have Firearms skill.<br />
- New Hints for Sanity, Infection and Traps. Merged Corpses hints.<br />
- Music :<br />
<span style="white-space: pre;"> </span>- Rewrote how music is managed with the concept of background map music vs event music.<br />
<span style="white-space: pre;"> </span>- New bgm for surface maps.<br />
- Option: Max City Size up to 7 (was 6).<br />
- Some typos fixes.<br />
- Updated descriptions for new stuff like weapon disarm chance etc...<br />
- Some changes to manual and hints.<br />
<br />
DATA AND MODDING<br />
- Melee Weapons: new stats "disarm", "toolbashdmgbonus" and "toolbuildbonus".<br />
- Ranged Weapons: new stats "hit2value" and "hit3value" for Rapid Fire.<br />
- Trackers: new stat "hasclock".<br />
- Skills: Martial Arts new stat "disarm".<br />
- Icons: new icons.<br />
- Rebalanced ranged weapons.<br />
- Iron Golf Club sta penalty now 1 (was -2).<br />
- Rats dmg 2 (was 4) def 6 (was 4).<br />
<br />
FOR DEVS<br />
- Most changes in the source code marked by "// alpha 10".<br />
Some dead code is left in commentaries to help find what has changed.<br />
- "Godmode" for dev: in debug mode you can be toggle player invincibility by pressing F11.<br />
- New AI helper RouteFinder is a *very simple* pathfinder used to quickly check if NPCs can expect to reach a tile.<br />
It assumes npcs are using the vanilla movement behavior. It doesn't compute the shortest path, just checks for<br />
reachability.<br />
- Boring item is now item centric: moved out of Actor into ItemEntertainment.<br />
- In debug mode there is code to detect if an ai is looping "ai loop bug detection". You should add a breakpoint here.<br />
- Some new dead actor reference clean up code reduce saved file size and so load times.<br />
Side effect is revived actor forgeting some stuff they did while alive. It makes sense gemaply wise so its ok.<br />
- Some minor tweaks here and there.<br />
<br />
Have fun!<br />
And remember, die with a smile!</blockquote>
Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com15tag:blogger.com,1999:blog-3600649072173890752.post-75796469296338073862018-04-12T16:11:00.000+02:002018-04-12T16:11:55.309+02:00Rogue Survivor Children... and Alpha 10 !?Hey!!<br />
<br />
<b>CHILDREN OF ROGUE SURVIVOR</b><br />
Since the game has gone open source some users have made child projects.<br />
They are pretty cool and updated frequently! Check them out on the fans forums!<br />
<a href="http://roguesurvivor.proboards.com/thread/362/rs-revived" target="_blank">Rogue Survivor Revived</a> by zaimoni<br />
<a href="http://roguesurvivor.proboards.com/thread/377/rs-alive" target="_blank">Rogue Survivor Still Alive</a> by MP<br />
<br />
<b>ALPHA 10 !?</b><br />
I've been working on a update to Rogue Survivor proper. What the hell!?<br />
It has some new stuff, fixes etc...<br />
For instance here's a screenie of the new Negociating Trade feature.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTs0klCGhbBxoFsRIsXPu8t-oV6VkGvanXjbFzDXrzM5jN5S8kIDmIVDbgy49xH5_97RNK5-mkuIaNjr1-RVuWvGEQJd8w2HEgQWb-hSXHQaYzRfa4CvMbBxeBh-Al0tXFvesbWUsClewU/s1600/alpha10_trade.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="" border="0" data-original-height="800" data-original-width="1026" height="311" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTs0klCGhbBxoFsRIsXPu8t-oV6VkGvanXjbFzDXrzM5jN5S8kIDmIVDbgy49xH5_97RNK5-mkuIaNjr1-RVuWvGEQJd8w2HEgQWb-hSXHQaYzRfa4CvMbBxeBh-Al0tXFvesbWUsClewU/s400/alpha10_trade.PNG" title="Negociating Trade" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Negociating Trade</td></tr>
</tbody></table>
<br />
Here I'm trying to get the pistol ammo from a cop npc for my Kolt. As shown in the interface, I ask for his pistol bullets and ask him what he wants in exhange. He doesn't want to trade his bullets at all... But I could have convinced him to exhange the bullets for my bandages or medikit if only I succesfully rolled my charisma skill. Next turn I'll try again!<br />
<br />
It should make trading with NPCs more interesting and viable!<br />
<br />
See you soon ;)Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com7tag:blogger.com,1999:blog-3600649072173890752.post-76477767623292113922016-05-11T17:58:00.003+02:002016-05-11T17:58:54.562+02:00Rogue Survivor goes open source! Twice!<b>HEY YOU!!</b><br />
It's been a loooong time! Sorry for not being as responsive as I should and letting this game rot!<br />
As you may have noticed, the game hasn't been updated since 2012 and I don't plan on updating it. Same for RS2.<br />
<br />
<br />
<b>OPEN SOURCE - PART ONE</b><br />
So seeing there is amazingly still an interest in this game, and some people are crazy enough to decompile the game (wtf) to get the code, let's just give the original code away!<br />
You can get it there:<br />
<a href="https://github.com/roguedjack/Rogue-Survivor-Alpha-9">https://github.com/roguedjack/Rogue-Survivor-Alpha-9</a><br />
<br />
If you intend to do something with it, please read the readme first!<br />
<br />
<br />
<b>OPEN SOURCE - PART TWO - FAN OF THE YEAR(S)</b><br />
Alternatively, some fan has gone as far as decompiling the game(!) and adding new stuff or fixing bugs(!). I admire his bravery, even though that scares me a bit, and he might even be more competent than me at improving/fixing the game!<br />
He has a thread on the forums:<br />
<a href="http://roguesurvivor.proboards.com/thread/362/rs-revived">http://roguesurvivor.proboards.com/thread/362/rs-revived</a><br />
His work is open source too, so that's great. It's very impressive and I will leave him a word of love.<br />
<br />
<br />
<b>THANK YOU & CLOSING WORDS</b><br />
That's a thank you from ME to YOU guys!<br />
Some of you guys have some serious dedication for this game! It is both scary and awesome... scarysome!?<br />
Sorry for failing you by not working more on the game or being more responsive!<br />
From time to time I secretly tried to revive the game or start a new
incarnation. I didn't tell you guys because all I had to show was a
couple of prototypes that didn't go very far and I didn't want to repeat
the RS2 fiasco...<br />
Anyway, I don't plan on updating the game, so go ahead and have fun!!
<br />
<br />
<b>HAVE FUN!</b>Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com23tag:blogger.com,1999:blog-3600649072173890752.post-26496529449821757682012-06-18T19:07:00.000+02:002012-06-18T19:07:09.156+02:00Rogue Survivor II ProjectYou can follow this insanity here : <a href="http://roguesurvivor2project.blogspot.fr/">Rogue Survivor II Project</a><br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com90tag:blogger.com,1999:blog-3600649072173890752.post-33552676879737561372012-05-12T16:52:00.000+02:002012-05-12T16:55:38.164+02:00Reviews + "petit jeu"<b>REVIEWS</b><br />
A couple of reviews made by players. I thought I'd share the love.<br />
<br />
<a href="http://stuartgames.blogspot.com/2012/05/roguelike-review-rogue-survivor.html">http://stuartgames.blogspot.com/2012/05/roguelike-review-rogue-survivor.html</a><br />
<br />
<a href="http://elvun.de/2012/05/rogue-survivor/">http://elvun.de/2012/05/rogue-survivor/</a><br />
<br />
<b>PETIT JEU</b><br />
A player made this, a remake/improved version of the classic zombie browser little simulation/game.<br />
You need Java.<br />
<a href="http://www.flap.fr/Zombie/">http://www.flap.fr/Zombie/</a><br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com7tag:blogger.com,1999:blog-3600649072173890752.post-80899449947722543162012-04-28T15:45:00.000+02:002012-04-28T15:50:59.242+02:00Alpha 9 Release!Ja!<br />
Checken Sie die pfitzernultschaberkeingeltdownload page und reportieren Sie diesen grössen schultzenarschnotflegluckwaldmeisterbugs.<br />
<br />
<blockquote class="tr_bq">
ALPHA 9 CHANGES<br />
---------------<br />
<br />
Undead hunger and rotting.<br />
Living sanity and insanity, cannibalism.<br />
Medics can try to revive recently deceased people.<br />
<br />
FIXED BUGS<br />
1 (Rules) Cannot fire at or make an enemy of an indirect enemy.<br />
2 (Item) Scent killer is not equipable anymore and the NPCs never use them.<br />
3 (Options) Supplies drop option effect is reversed.<br />
4 (Options) Some options are irrelevant to VTG mode but still enabled and used in computing difficulty.<br />
5 (Wtf) Can drag more than one corpse but not really, causing bugs.<br />
6 (Inventory) Partial stacks do not stack correctly in some situations : more is added than what isdropped.<br />
7 (Murder) Cops can murder without consequences. Consequences will never be the same.<br />
<br />
<br />
NEW GAMEPLAY : UNDEAD ROT<br />
- Most undeads slowly rot away and have to eat flesh, similar to how livings have to eat food.<br />
- Bite/eat people/corpses to recover points.<br />
- When Hungry an undead may loose a skill each turn.<br />
- When Starved an undead may loose 1 HP per turn.<br />
<br />
NEW GAMEPLAY : SANITY<br />
- Livings should try to keep their Sanity.<br />
- Sanity slowly decays.<br />
- There are 3 levels of Sanity :<br />
- Sane : nothing happens.<br />
- Disturbed : nightmares.<br />
- Insane : nightmares plus insanity sometimes taking control of the living actions and doing random things.<br />
- Livings seeing or doing disturbing actions take a sanity hit.<br />
- butchering a corpse.<br />
- eating a corpse (living cannibalism is worse).<br />
- eating someone alive.<br />
- zombification and corpse rising.<br />
- death of follower/leader with whom the living had a bond (see below)<br />
- Recover sanity by:<br />
- forming and keeping a bond with followers/leaders (see below)<br />
- using entertainment items (see blow).<br />
- taking some meds (yellow pills).<br />
- killing undeads.<br />
<br />
NEW GAMEPLAY : CANNIBALISM<br />
- Livings can eat corpses when starving or insane.<br />
- Eating corpse recovers a bit of food points but transmit infection and is disturbing for sanity.<br />
- Nutrition value is low, Light Eater helps a bit.<br />
<br />
NEW GAMEPLAY : REVIVE<br />
- Can try to revive corpses.<br />
- Need : medic skill, a medikit, the corpse must be fresh.<br />
- Chances depends on the skill level and the state of the corpse.<br />
- A revive attempt consumes the medikit even if failed.<br />
- Big boost in trust if not enemies.<br />
<br />
NEW ITEMS : ENTERTAINMENT<br />
- Using recovers sanity.<br />
- Have a chance to become "boring" after each use.<br />
- A "boring" item has no value anymore to the character who found it boring (but may still have value for other people).<br />
- Books : good entertainment value.<br />
- Magazines : stackable but low value and discarded once read.<br />
<br />
FOLLOWERS<br />
- Bond:<br />
- when max trust is reached, a "bond" is formed between the leader and the follower.<br />
- a bond helps both livings recovering sanity, it is reassuring to know there is someone you can count on in this insane world.<br />
- however, when the "bonded one" dies, the living takes a sanity hit.<br />
- Followers remember the trust they had in their previous leader(s). Eg: leave a follower behind and he will remember the trust he had in you if you lead him again.<br />
<br />
GAMEPLAY<br />
- Trees are now breakable and give wood.<br />
- Wood from broken objects is not limited to one full stack of planks. Eg: trees = 10 planks (4,4,2).<br />
- Trap: small actors (rats) have 90% chance to avoid triggering a trap.<br />
- Murder: killing an agressor of a leader/mate count as self-defence and is not a murder.<br />
- Indirect enemies: extended to include relations with respective leaders.<br />
<br />
SKILLS<br />
- New Z-Skill : Z-Light Eater, similar to living Light-Eater.<br />
- Modified skill zombification : Light Eater becomes Z-Light Eater; Z-Eater has to be learned as zombie.<br />
- New Skill : Strong Psyche - stay sane longer and recover more san.<br />
<br />
AI<br />
- Followers: When fleeing/retreating, try to avoid stepping into their leader line of fire.<br />
- Improved speed advantage evaluation : intelligent NPCs are much better at controlling range when they have a ranged weapon or are fighting a slower enemy (less stupid deaths).<br />
- Starved or Insane hungry livings will eat corpses.<br />
- Some livings use entertainment items.<br />
- Intelligent NPCs will avoid stepping into traps that could kill instantly them unless starving or courageous/wreckless (gangs).<br />
- Civilians will temporarily loose interest in an item stack they can't reach (eg:blocked by deadly traps).<br />
- Not afraid anymore of stepping on empty cans ^^<br />
- Not interested in ranged weapons if already have one.<br />
- Civilians will trade with each other, but they won't annoy the player and remember with who they traded recently as to not spam trade offers.<br />
- Civilians with medic skill will revive others.<br />
<br />
MODDING<br />
- Meds can recover San.<br />
- Items_Entertainment.csv.<br />
<br />
Have fun!<br />
And remember, die with a smile!<br />
<blockquote class="tr_bq">
<br /></blockquote>
</blockquote>
Das Schneltzelpfäfgrunnerkampfnitchelköpfende.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com52tag:blogger.com,1999:blog-3600649072173890752.post-33280853994662579492012-02-04T21:08:00.000+01:002012-02-04T21:08:47.236+01:00Alpha 8.0 Release!Just in time!<br />
Check the download page and report the bugs.<br />
<br />
<blockquote class="tr_bq">ALPHA 8 CHANGE<br />
--------------<br />
<br />
Traps and Z-Skills.<br />
Self-defence. A bit more useful followers.<br />
Gangs that act as looters and CHAR Guards that act as guards, rather than them being just another enemy to kill.<br />
Armors helps or hinder escaping Gangs and Police attention.<br />
New shop.<br />
<br />
FIXED BUGS<br />
1 (Crash) Destroying a dragged corpse and then moving.<br />
2 (AI) Trying to get an item in a large fortification.<br />
3 (Glitch) Flaslights out of batteries still functioning.<br />
4 (AI) Won't equip a ranged weapon out of ammos even if has ammo in inventory (noticable when you change AI fire directives).<br />
5 (Typos) Various.<br />
6 (Gfx) GDI+ doesn't display some 32 bits PNG properly (fucked up some mods like Deon Apocalypse).<br />
7 (Lack of Nazis) Every decent game should have Nazis.<br />
8 (Glitch) Invading Zombiefieds incorrectly have spawn time 0.<br />
9 (Glitch) Overlays were sometimes not displayed (damage icons, blue popups..)<br />
10 (Trolling) The readme is outdated and mentions a "RS Install.exe". Idiot.<br />
11 (Glitch) PostMortem: difficulty inflation.<br />
12 (Glitch) PostMortem: follower skill upgrade logged as yours.<br />
13 (UI) Sometimes misses a combination of keys (Shift/Ctrl/Alt + key).<br />
<br />
<br />
GAMEPLAY<br />
- Personal enemies: Self-Defence and Indirect Enemies.<br />
- Makes the distinction between being the Aggressor or acting in Self-Defence.<br />
- If X attacks or declares Y as a personal enemy, X is the aggressor and Y is acting in Self-Defence (duh).<br />
- Killing in Self-Defence is not a murder.<br />
- Indirect enemies: X is not an aggressor or being aggressed by Y, but they are enemies through their relations (leader or followers are enemies).<br />
- Indirect enemies are enemies as long as the cause is there (eg: respective leaders or mates are enemies). Once it is gone they are no more enemies. <br />
- Undead: separate set of upgrade skills for undeads. See skills below.<br />
When a living is zombified, some of its skills are zombified too.<br />
- Corpses: rising zombies have starting HP proportional to the corpse state.<br />
- Gangs: <br />
- Start neutral with civilians, but still enemies to Police and Army.<br />
- Attack people who have items they want.<br />
- Wearing some armors modify the chances to move unnoticed by Police and Gangs.<br />
- The effect cumulates with the Unsuspicious skill.<br />
- Hostile outfits = +50% chances; Friendly outfits = -50% chances.<br />
- Police: Hostile = all bikers armors; Friendly = all police armors.<br />
- Bikers: Hostile = all police armors and rival gang armor; Friendly = same gang armors.<br />
- Gangstas: Hostile = all police and bikers armors; Friendly = none.<br />
- CHAR Guards: they now act more like guards.<br />
- Start neutral to Civilians, Police and Army.<br />
- But attack anyone who trespass CHAR offices or the CUF.<br />
- Refugees: <br />
- Some of them arrive in the subway and the sewers too.<br />
- They get one skill per day - after all, they are supposed to have survived up to this day just like you.<br />
- More varied items - everything you can find in shops and houses.<br />
- After Day 7 they might bring more rare items like grenades, army ammo...<br />
- Survivors: the van guys get more skills.<br />
- New Shop: Hunting Shop.<br />
- Standing/climbing on top of cars/fences increase view range.<br />
- VTG: since VTG has no evolution by definition the option is turned off to compute the difficulty properly; to get 100% again setting ZUp Days to 1 is fair.<br />
- Bikers, Gangstas and Soldiers get additional skills depending on the day they arrive.<br />
- Living player starts game with Food and Sleep not maximized, just like NPCs.<br />
<br />
NEW GAMEPLAY : Z-SKILLS<br />
- Undead set of skills<br />
Z-Agile, Z-Strong, Z-Tough: like their living counterpart but lower values.<br />
Z-Eater: regen more HP from bites/eating corpses.<br />
Z-Grab: % of chance to prevent any adjacent enemy from moving (passive skill)<br />
Z-Infector: more infection damage from bites.<br />
Z-Tracker: improve smell - do not confuse with the item.<br />
- Zombification of skills is straightforward:<br />
Agile/Strong/Though -> Z-Agile/Z-Strong/Z-Tough<br />
Light Eater -> Z-Eater<br />
Light Feet -> Z-LightFeet<br />
- Z-Grab, Z-Infector and Z-Tracker must be learned as zombie.<br />
<br />
NEW GAMEPLAY : TRAPS<br />
- Traps are items. <br />
- Activate a trap, drop it on the floor and anyone/anything who/which enters the tile might trigger the trap (even yourself).<br />
- Stacks: activating/dropping only activates/drop one trap of the stack.<br />
- A triggered trap can deal damage and/or make loud noises and/or trap the victim in the tile.<br />
- Some traps need to be manually activated (use), other traps activates automatically when dropped on the ground.<br />
- Some traps desactivate when triggered, they have to be re-activated.<br />
- Some traps can be stacked together.<br />
- Since traps are just items, you can put many of them in the same tile.<br />
- To escape a trap, just try to move.<br />
- Armors do not protect from traps!<br />
- Some map objects allows you to safely move over traps.<br />
- Pushing some map objects on traps triggers them.<br />
- 4 Traps available : Empty Cans, Spikes, Barbed Wire and Bear Trap.<br />
<br />
SKILLS<br />
- new Light Feet/Z-Light Feet: improve chances to avoid/escape a trap.<br />
- Unsuspicious : helps evade gangs attention too (in addition to help avoiding the police)<br />
- Z-Agile: undeads can jump (Agile too).<br />
- Z-Strong: undeads can push (Strong too).<br />
<br />
FOLLOWERS<br />
- New Order: Sleep Now - they will sleep right where they are until fully rested.<br />
- New Order: Start/Stop following.<br />
- New Order: Where are you?<br />
- Pushing help: followers will automatically help pushing objects. <br />
- They must be idle or following you, awake and adjacent to the pushed object.<br />
- Each helping follower takes a share of the stamina cost and spend normal action points.<br />
- Eg: pushing a 100 weight object with the help of one follower = 50 sta cost you and him.<br />
<br />
OPTIONS<br />
- new options to control undead skill upgrades<br />
- "Undead Upgrade Days" which days the zombifieds get a new skill, or disable it entirely.<br />
- "Rats Skill Upgrade" whether rats do get skills upgrade or not...<br />
- "Skeleton Skill Upgrade" ...skeletons...<br />
- "Shamblers Skill Upgrade" ...and shamblers.<br />
- Difficulty: population density is a much more important factor as larger maps are easier.<br />
<br />
UI<br />
- Armor description: say to which faction/gangs the armor looks hostile/friendly.<br />
- Options screen: renamed and reorganized stuff.<br />
- Infection not displayed for undeads.<br />
<br />
ITEMS<br />
- Grenade stacking limit upped to 6.<br />
- New Armor: Hunter Vest. Pretty crappy but neutral.<br />
<br />
AI<br />
- Undeads: Pursuing undeads will try to move around a local obstacle.<br />
- Civilians: Setup traps in spots they think are interesting and emote why they chose this spot. <br />
- Livings: Sometimes try to avoid stepping on damaging activated traps. Sometimes not.<br />
- Livings: Improved ranged weapon selection logic.<br />
- Livings: Improved melee weapon selection logic.<br />
- Livings: Tweaked large fortification spot selection logic.<br />
- Exploration: slight bias to prefer exploring outside during the day, and inside during the night.<br />
- Improved Fight or Flee logic.<br />
<br />
GFX<br />
- Redraw melee/ranged hit icons and draw damage value in the center of the tile.<br />
- Blood splatters are cleaned up after some time.<br />
- Blood on corpses.<br />
<br />
OPTIMIZATION<br />
- Data size.<br />
<br />
MODDING<br />
- Skills.csv: the new skills.<br />
- Traps.csv: have fun; careful not to create inescapable traps...<br />
- Note: The 3 new skins gfx are not used yet...<br />
<br />
<br />
Have fun!<br />
And remember, die with a smile!<br />
</blockquote>Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com91tag:blogger.com,1999:blog-3600649072173890752.post-81539000521728838892012-02-01T21:59:00.001+01:002012-02-02T12:34:22.553+01:008.0 soon<b>ALPHA 8.0 SOON</b><br />
In a few days hopefully, maybe saturday/sunday. Depends how much real-life interfere and how many retarded bugs I find. I'll leave the not-so retarded bugs to you.<br />
<br />
Summary of the readme:<br />
<blockquote class="tr_bq">Traps(*) and Z-Skills.<br />
Self-defence. <br />
Gangs that act as looters and CHAR Guards that act as guards, rather than them being just another enemy to kill.<br />
Armors helps or hinder escaping Gangs and Police attention.<br />
New shop(**)</blockquote><i><span style="font-size: x-small;"> (*) not the 4chan kind. real traps. i mean the ones you can use. uh that sounded wrong. ah nevermind.</span></i><br />
<i><span style="font-size: x-small;">(**) same old floor plan sorry I'm too lazy to make news ones</span></i><br />
<br />
<br />
<b>STORIES/AAR/VIDEOS</b><br />
<br />
Some people are crazy enough about RS to write complex stories, extremely detailled aars and make videos of them playing in their basement alone in the dark with only one can of food left while vomitting blood.<br />
Ok maybe not.<br />
<ul><li>This fellow MadZab has Play Diary of RS <a href="http://madzabgaming.blogspot.com/2012/01/in-this-play-diary-ill-do-something.html">here</a> and <a href="http://madzabgaming.blogspot.com/2012/01/play-diary-rogue-survivor-unknown-man.html">here</a>, as well as other games.</li>
<li><a href="http://roguesurvivor.proboards.com/index.cgi?board=aar&action=display&thread=217">How many cans does one girl need?</a> Just ask elisebambi.</li>
<li>There is quite a nice set of <a href="http://www.youtube.com/results?search_query=rogue+survivor">videos on youtube</a> for various past or current versions of the game, PlumpHelmet punk had a nice serie going on last year.</li>
<li>I might do some new videos, but I'm afraid I'll have to break into code every five minutes or so to check something.</li>
</ul><br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com4tag:blogger.com,1999:blog-3600649072173890752.post-8908500124108587432012-01-27T20:44:00.001+01:002012-01-27T20:45:00.438+01:00Poll: What Game Mode do you play the most?<b>WELL?</b> <br />
Since Game Modes have been added in 7 I'm curious what game mode do you guys play the most.<br />
You'll find the poll somewhere on the right side of the page.<br />
<br />
<b>DEBUGGING CAN BE FUN SOMETIMES</b><br />
A start every RS player dreams of.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrX_FY2HfsMIpQw60aNczrRPjHszcejPT0d-mEOcbD43NgKN5UbaNPukFtdtG7GNEAEAAJXD8kbwzFeI3vRUXkgx3DuzyV5GQPkY1t33tOJMadf2uSO9-CMOcGPvOCAREkA9RS50T590GE/s1600/u_jelly.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="245" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrX_FY2HfsMIpQw60aNczrRPjHszcejPT0d-mEOcbD43NgKN5UbaNPukFtdtG7GNEAEAAJXD8kbwzFeI3vRUXkgx3DuzyV5GQPkY1t33tOJMadf2uSO9-CMOcGPvOCAREkA9RS50T590GE/s320/u_jelly.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">U MAD?</td></tr>
</tbody></table>No cheats involved at all, just pure dumb luck.<br />
<br />
Anyway, see you soon. <br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com7tag:blogger.com,1999:blog-3600649072173890752.post-90981136473512095752012-01-14T18:11:00.000+01:002012-01-14T18:11:32.154+01:00Alpha 7 Release!Oui monsieur.<br />
<br />
Check le download page et report le bugs.<br />
<br />
<blockquote class="tr_bq">ALPHA 7 CHANGES<br />
---------------<br />
<br />
Lots of new stuff most notably : Game modes with Infection and Corpses.<br />
<br />
FIXED BUGS<br />
- (n/a)<br />
<br />
NEW GAMEPLAY - GAME MODES<br />
- When starting a new game you choose a game mode...<br />
- STD - Standard - the standard game like in previous versions<br />
recap:<br />
- evolution.<br />
- different types of zombies.<br />
- instant zombification.<br />
- C&I - Corpses & Infection<br />
- disabled instant zombification. <br />
- livings are infected by some undead bites (the ones who regain their hp when they hit you). see below for details on infection.<br />
- when a living dies it becomes a corpse. see below for details on corpses.<br />
- there are still evolution and different types of zombies, if you want to be more hardcore, see VTG.<br />
- VTG - Vintage - the must for hardcore classic zombies fans<br />
- all the features of C&I.<br />
- no different types of zombies, only zombified man and woman.<br />
- no zombie evolution.<br />
- In vintage you can still start the game as another type of zombie if you want.<br />
- Special case for the player : will immediatly turn into a zombie if dying infected (no corpse).<br />
<br />
NEW GAMEPLAY - INFECTION (if game mode has it)<br />
- Infection rated as % of actor resistance to infection.<br />
- Resistance to infection = infection "hitpoints" = actor max Hitpoints + max Stamina.<br />
- As infection % increase there are ill effects.<br />
- 100% or more infection can trigger death.<br />
- Does not increase or decrease by itself over time : heal with meds, worsen with bites.<br />
<br />
NEW GAMEPLAY - CORPSES (if game mode has them)<br />
- A corpse will slowly decay to finally turn into dust and disapear.<br />
- A corpse might raise to become a zombie, with a delay of 6 hours (the infection takes some time to revive the dead).<br />
- Chances to raise depends on a number of factors :<br />
- the time since death.<br />
- the infection level of the living who died.<br />
- corpses are much more likely to raise at night.<br />
- Explosions (grenades) damage corpses.<br />
- I'm sure you guys will find all kinds of funny exploits/bugs with corpses ^^<br />
<br />
ACTIONS<br />
- New Action: Drag Corpse.<br />
- move a corpse with you.<br />
- slows you down and is a tiring action.<br />
- New Action: Butcher Corpse (living)<br />
- inflict damage to the corpse to accelerate the decay and eventually destroy it.<br />
- New Action: Eat Corpse (undead)<br />
- inflict damage to the corpse and regen hp.<br />
<br />
SKILLS<br />
- New Skill : Necrology<br />
- damage bonus vs undeads and corpses when butchering them.<br />
- examining corpses will give you more info :<br />
at level 1 = estimation of date of death.<br />
at level 3 = estimation of infection.<br />
at level 5 = estimation of chances to rise as a zombie.<br />
<br />
FACTIONS<br />
- new Gangs: There are now 2 gangs of Bikers & 2 gangs of Gangsta. <br />
Each gang is an enemy of the other one and they will fight each other.<br />
<br />
ACTORS<br />
- Zombifieds: with the AGILE skill can jump like the ZM does.<br />
- Zombifieds: with the STRONG skill can push like the ZM does.<br />
- Zombifieds: keep half of their past life skills (previously was only 1 skill at level 1).<br />
- Zombifieds: spawned zombifieds (invasion) start with some random skills, half of what a living would get.<br />
- Undeads: undeads gain a skill every two nights (night 1, 3...) from a limited set.<br />
- Each unique survivor has a unique weapon.<br />
<br />
ITEMS<br />
- New Armors: The 2 biker gangs have a different jacket with different stats; Police Riot armor.<br />
- New Light: Big Flashlight -for a lack of a better name- FoV+2 but spent fast.<br />
- New Med: Antiviral pills in Hospital & CUF.<br />
- Medkit heal a bit of infection.<br />
- Grenade deals more damage.<br />
- New unique weapons for BB, SM and RJ.<br />
<br />
EVENTS<br />
- Gangs: smaller squads but a bit more likely to come (to take advantage of the rival gangs feature)<br />
<br />
AI<br />
- Zombies & Rats eat corpses.<br />
- Livings AIs use meds to cure their infection when appropriate.<br />
- All Undeads AIs will push objects around if they are able to.<br />
- Hungry angry civilians will push all kinds of objects around (tables...).<br />
<br />
POST-MORTEM<br />
- Removed useless "The weather stayed XXX" entries.<br />
<br />
GFX<br />
- New gfx for different stages of rotting corpses (flies).<br />
Note to modders: <br />
- the gfx has 2 frames for each 5 stages of rot and moves by +-2 pixels.<br />
- the corpses are rotated and scaled gfxs of actors.<br />
<br />
SFX<br />
- Sfx when a corpse rise.<br />
- Sfw when an undead eat a corpse.<br />
<br />
PERFORMANCE<br />
- Dead undeads(sic) don't drop remains gfx anymore, while it was nice it made saved game unecessary larger as days passed. <br />
Blood is still in though cause it's fun and be useful to the player.<br />
<br />
MODDING<br />
- Meds: Added INF for infection.<br />
- Meds: All meds stats are now moddable (ex:bandages can help regain STA or whatever).<br />
- Lights: added FOV bonus.<br />
<br />
Have fun!<br />
And remember, die with a smile!</blockquote>Fin of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com46tag:blogger.com,1999:blog-3600649072173890752.post-14033073132627896092012-01-07T21:21:00.000+01:002012-01-07T21:21:06.162+01:00Alpha 6.3 Release!Yatta!<br />
<br />
Check the download page and report the bugs.<br />
<br />
<blockquote class="tr_bq">ALPHA 6.3 CHANGES<br />
-----------------<br />
<br />
New improved armor (protection) system. Most Stats doubled to allow more items and skills variation.<br />
<br />
FIXED BUGS<br />
1. (Glitch) Random number generator might go insane when "Synchronous Simulation" is enabled (noone can hit anybody, Agile is always rolled etc...)<br />
<b><span style="color: red;">--> I never had this one happen to me, need players feedback to confirm it fixed or not!</span></b><br />
2. (Glitch) Could not redefine some keys.<br />
3. (Typo) Fun facts.<br />
4. (Glitch) Player can see scents when sleeping.<br />
<br />
GAMEPLAY<br />
- New improved armor/protection system.<br />
Armors have now 4 stats:<br />
- Protection vs Hits : damage absorbed in melee.<br />
- Protection vs Shots : damage absorbed when shot.<br />
- Encumbrance : penalty to Defence value.<br />
- Weight : penalty to Speed value.<br />
Protection vs blasts (explosions like grenades) is the average of the two protection values.<br />
- Unique refugee NPCs arrive with other refugees rather than being there at the start of the game.<br />
- Famu Fataru has a unique Katana.<br />
<br />
UI<br />
- Actor description shows armor rating.<br />
- new options: "Show Targets" and "Always Show Player Targets"<br />
"Show Targets": when mouse over an actor, will show which actor this actor is targetting and if the actor is being targetted.<br />
"Always Show Player Targets": will "Show Targets" on the player; in practice this is helpfull to notice when you are being targetted as players can easily fail to notice the "targetting you!" icons.<br />
<br />
AI<br />
- AIs are now allowed to pickup,trade or use unique items like JM Axe and FF Katana.<br />
The subway badge is the exception and still forbidden to AIs.<br />
<br />
DATA<br />
- A bunch of stats have been doubled. Ex: double hit points, double damages etc... This will allow more variation in items and skills.<br />
- Armors stats redone for new system.<br />
- Modified some weapons stats.<br />
- Modified skills stats.<br />
- New unique item Famu Fataru katana.<br />
<br />
MUSIC<br />
- More fitting theme song for our favorite super hero.<br />
- Short themes for all the unique refugee NPCs.<br />
<br />
Have fun!<br />
And remember, die with a smile!<br />
</blockquote>End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com19tag:blogger.com,1999:blog-3600649072173890752.post-71934550151770418922012-01-01T21:16:00.000+01:002012-01-01T21:16:57.870+01:00Alpha 6.2.1 Release!Check the download page.<br />
<b> </b><br />
<b>WTF?</b><br />
Well there was a nasty bug so I fixed it.<br />
Should have fixed it...<br />
<i>May </i>have fixed it!?<br />
<br />
<blockquote class="tr_bq">ALPHA 6.2.1 CHANGES<br />
-------------------<br />
<br />
Bug fix.<br />
<br />
FIXED BUGS<br />
1. (Crash) Might crash when displaying overlays (when mouse over stuff).<br />
<br />
OPTIONS<br />
- new: "Music Volume".<br />
<br />
UI/GFX<br />
- Some texts have a shadow effect.<br />
<br />
DATA<br />
- Zombie Master branch speed lowered to shambler level. Balance effect: weaker individually but more likely to be closely followed by a horde.<br />
<br />
SYSTEM<br />
- Small pause added when the player is sleeping to allow the sim to catch up.<br />
<br />
Have fun!<br />
And remember, die with a smile!<br />
</blockquote><br />
<b>THE DEAL</b><br />
I'll try to release small updates, say one every two weeks or something like that. <br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com14tag:blogger.com,1999:blog-3600649072173890752.post-33356208549085164422011-12-31T21:47:00.000+01:002011-12-31T21:47:30.590+01:00Alpha 6.2 Release!Happy new year!<br />
<br />
As usual check the download page.<br />
<br />
<blockquote class="tr_bq">ALPHA 6.2 CHANGES<br />
-----------------<br />
<br />
Much better simulation, bug fixes and a couple of goodies.<br />
<br />
FIXED BUGS<br />
1. (Crash) ESC might crash the game.<br />
2. (Glitch) Simulation timer wasn't checked properly.<br />
<br />
OPTIONS<br />
- new: "Synchronous Simulation" (enabled by default)<br />
If on, the simulation on the nearby districts runs while you are playing in your district.<br />
That means when changing district you probably won't have to wait at all.<br />
Disable this option if the game feels less responsive or sluggish, especially on low end computers.<br />
- "District Simulation" by default up to FULL to take advantage of the new sim feature.<br />
- Limited reincarnation turned off by default (was on).<br />
<br />
GAMEPLAY<br />
- Stench killer : nearby stench killer odor is now visible to living players (pink circle), so you can easily see where you or AIs used the sprays (its rare but yes the AI does spray).<br />
- New Action: Recharge battery powered items - equip the item and bump into a powered generator, recharge 1 hour worth of battery.<br />
Careful not to drop items out of battery you want to recharge later, they are still discarded!<br />
- Difficulty: doesn't factor in Districts Simulation option anymore.<br />
- 1 new unique NPC and its errr "theme song".<br />
<br />
AIs<br />
- Martial artists not interested in melee weapons.<br />
- Civilians: More likely to use stench killer and improved use logic.<br />
<br />
DEATH<br />
- Post-Mortem: failed achievements tease.<br />
- "Tip Of The Dead".<br />
<br />
DATA<br />
- Stench killer power/duration increased to 3h (was 1h) and double uses to 40 (was 20).<br />
<br />
Have fun!<br />
And remember, die with a smile!<br />
</blockquote>End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com12tag:blogger.com,1999:blog-3600649072173890752.post-86288721292845556342011-12-24T18:32:00.000+01:002011-12-24T18:32:12.034+01:00Alpha 6.1Christmas Release!<b>HEY YOU!</b><br />
Check the download page! Report bugs!<br />
It's been a long time, hasn't it?<br />
Well first things first, the download and then the explanations.<br />
<br />
<br />
This one is zip only, no installer.<br />
<br />
<br />
Changelog.<br />
<blockquote class="tr_bq"> ALPHA 6.1CHRISTMAS CHANGES<br />
--------------------------<br />
This version is a 6.0 bugfix.<br />
Computer died. Lost sources to 6.1 but retrieved 6.0. <br />
That means forget 6.1 changes including the infamous armor bug!<br />
Let's pretend 6.1 never existed.<br />
<br />
FIXED BUGS<br />
1. (Engine) Player long-waiting was sometimes not interrupted when attacked.<br />
2. (Manual) Incorrectly mentioned 3 skill levels.<br />
3. (Reincarnation) Difficulty was not updated when switching sides (remember difficulty is divived by life number).<br />
4. (Undead) Starting a new game as Zombified Male prevented you from starting new games as Female Zombified.<br />
5. (Crash) Crash on Win7 with DirectX gfx engine when minimizing/switching windows.<br />
<br />
GAMEPLAY<br />
Actors<br />
- 2 new unique NPCs.<br />
Death<br />
- Dead people always drop their ammo and food.<br />
<br />
INSTALL<br />
- All game user data now located in the game installation directory rather than user documents.<br />
- Removed installer, the game ships as a zip.<br />
<br />
Merry Christmas!<br />
And remember, die with a smile!</blockquote><br />
<b>WE NEED TO TALK</b><br />
<b> </b>First sorry for the obvious lack of update, activity and most of all sorry for not answering emails and not following up on the java test.<br />
<br />
Reasons being:<br />
- I have a job since June or so and as you may guess it is time consuming.<br />
- My goold old trusty computer died and took with him alpha 6.1 to the grave.<br />
<br />
So I thought I would find the time and code a little something this christmas for you guys.<br />
I thought I made a backup of the 6.1 project, but unfortunately I didn't and got 6.0 instead. No biggie, 6.1 was a minor update and had the infamous armor bug. So I started anew and here is 6.1christmas. Its a bugfix version with a couple of NPC.<br />
<br />
RS future is unclear. It depends on how things go for me, the position of the stars, the moon cycles, and whether Cthulu finally comes back or not.<br />
<br />
Voilà mes amis. Joyeux Noël! Merry Christmas! Happy Braineating!<br />
<br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com31tag:blogger.com,1999:blog-3600649072173890752.post-13820077963125995812011-06-07T17:34:00.007+02:002011-06-15T12:59:10.490+02:00Need Linux Mac Windows testers<div style="color: lime;"><span style="font-size: large;"><b>Test closed, thanks to all testers!</b></span></div><span style="color: lime; font-size: large;"><b>Hopefully something nice will come out of it!</b></span><br />
<br />
I have some secret evil plans for Rogue Survivor.<br />
I need testers to download and run a small java program.<br />
<br />
You have Linux, Mac or Windows.<br />
32 bits or 64 bits.<br />
Desktop or laptop.<br />
<b>Whatever</b>.<br />
<b style="color: red;">Mac users don't have to run a virtual windows machine or compatibility mode, just run your Mac natively</b>.<br />
The procedure:<br />
<ol><li>Download test-rs.jar here: <i>removed</i><a href="http://www.mediafire.com/?ni9v27rdlh50dz0"></a></li>
<li>Drop it anywhere you want, it doesn't install extract or install anything so it doesn't matter.</li>
<li>If you know you have Java 1.6 or are on Mac, go to step 5.</li>
<li>Get java <a href="http://www.java.com/">here </a>or <a href="http://www.oracle.com/technetwork/java/javase/downloads/jre-6u25-download-346243.html">here</a>.<a href="http://www.java.com/"><br />
</a></li>
<li>Double-click on the jar you downloaded in step 1.</li>
<li>Post a comment here stating your OS and what happened. </li>
<li>????</li>
<li>PROFIT!</li>
</ol>I'll keep a record of tests done here. Ideally I'd like at least one tester for each OS.<br />
<br />
<style type="text/css">
th { border:1px solid gray; text-transform:uppercase; }
tr { }
td { border:1px solid gray; }
</style><br />
-<br />
<table style="border: 2px solid gray;"><thead>
<tr><th>OS</th><th>win !</th><th>fail :(</th> </tr>
</thead> <tbody>
<tr><td>Linux 32</td><td>ww</td><td>-</td></tr>
<tr><td>Linux 64</td><td>wwww</td><td>f3</td></tr>
<tr><td>Win XP 32</td><td>wwwwwwwwwww</td><td>f1 f7</td></tr>
<tr><td>Win XP 64</td><td>-</td><td>-</td></tr>
<tr><td>Win Vista 32</td><td>www</td><td>f4</td></tr>
<tr><td>Win Vista 64</td><td>www</td><td>-</td></tr>
<tr><td>Win 7 32</td> <td>www</td><td>-</td></tr>
<tr><td>Win 7 64</td><td>wwwwwwwwwwwwwwwwww</td><td>f2 f5</td></tr>
<tr><td>Mac ???</td><td>www</td><td>f6</td></tr>
</tbody></table><br />
The fails.<br />
<ol><li>Text missing</li>
<li>Toggling out of fullscreen = black screen</li>
<li>Can't toggle out/exit fullscreen (OpenJDK)</li>
<li>Failed to initialise the LWJGL display. </li>
<li>Toggling out of fullscreen..</li>
<li>Nothing worked. (Leopard 64bits).</li>
<li>Notebook. </li>
</ol><br />
Thank you.<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com57tag:blogger.com,1999:blog-3600649072173890752.post-8816257553963112202011-05-14T15:29:00.001+02:002011-05-14T15:55:04.974+02:00Facebook & Bugs & Fans Stuff<b>FACEBOOK</b><br />
Created a facebook page for the game.<br />
If you are into this kind of things, it is there:<br />
<a href="http://www.facebook.com/pages/Rogue-Survivor/173271429395039">http://www.facebook.com/pages/Rogue-Survivor/173271429395039</a><br />
<br />
<b>BUGS</b><br />
...had to show up, didn't they?<br />
Remember to post them on the "<a href="http://roguesurvivor.blogspot.com/p/report-bugs_10.html">report bugs</a>" page.<br />
<br />
<b>FANS STUFF</b><br />
Spanish fan Rubeus translated the alpha 6.0 manual some time ago and I didn't have the time (<span style="font-size: xx-small;">ok I fucked up</span>) to add the link as agreed. Sorry for the delay! <br />
So get the translated manual on the "<a href="http://roguesurvivor.blogspot.com/p/get-mods.html">fans stuff</a>" page!<br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com9tag:blogger.com,1999:blog-3600649072173890752.post-13799512851144619742011-05-10T20:24:00.000+02:002011-05-10T20:24:08.177+02:00Alpha 6.1 release!Check the download page.<br />
<br />
Minor release, nothing major.<br />
<br />
I'll get very busy very soon so I'd thought I'd release a little something now rather than a bit more later.<br />
Couldn't find the time to implement the various requests from the poll. I'll have to rewrite the AI engine and write a quest engine so it will take some time. <br />
<br />
The changelog:<br />
<blockquote>ALPHA 6.1 CHANGES<br />
-----------------<br />
Minor update.<br />
<br />
FIXED BUGS<br />
1. (Engine) Player long-waiting was not interrupted by attacks through exits.<br />
2. (Manual) Incorrectly mentioned 3 skill levels.<br />
3. (Reincarnation) Difficulty was not updated when switching sides.<br />
4. (Undead) Starting a new game as Zombified Male prevented you from starting new games as Female Zombified. <br />
Various typos ingame & in manual.<br />
<br />
INSTALL<br />
- All game user data now located in the game installation directory rather than user documents.<br />
- Config : select game font - limitations :<br />
- style is ignored.<br />
- the ui DOES NOT adapt to font settings, so changing too much will mess up the interface.<br />
- so yes, this is a rather limited and useless option. doh.<br />
<br />
GAMEPLAY<br />
Map Generation<br />
- New building : Warehouse, filled with crates.<br />
Map Objects<br />
- New object : Crate - break them to loot random content or use them as mobile barricade.<br />
Melee<br />
- Disarm : when fighting in melee attacker/defender has a small chance to disarm opponent on a succesfull hit/defence (5%).<br />
Skills<br />
- Martial Arts increase chances to disarm opponent.<br />
Death<br />
- Dead people always drop their ammo and food.<br />
<br />
INTERFACE & MANUAL<br />
- Removed Exit/Cancel binding, ESC is the universal exit key.<br />
<br />
MOD<br />
- Skills.csv : Martial Arts 3rd value = disarm bonus.<br />
- New gfx for crates.<br />
<br />
KNOWN BUGS AND GLITCHES<br />
- Asymetric FoV.<br />
<br />
Have fun!<br />
And remember, die with a smile! </blockquote> End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com31tag:blogger.com,1999:blog-3600649072173890752.post-49687203359577762142011-04-02T09:59:00.005+02:002011-04-02T18:34:23.444+02:00Poll results & the future<b>POLL</b><br />
Thanks to everyone who voted and commented!<br />
The top three:<br />
<ol><li><b>66% more content</b></li>
<li><b>36% better living AI</b></li>
<li><b>35% quests/missions</b></li>
</ol>I heard you guys and will work on these points in priority. I still have ideas on my own to do ;-)<br />
<br />
<b>THE FUTURE & MY EVIL ROGUE SURVIVOR UNRELATED SCHEMES</b><br />
As I said in a comment, I'm working on a serious job opportunity.<br />
This means I'm busy.<br />
Very busy.<br />
I'm sure you understand I need to make a living. <br />
<br />
Currently I have little free time to spend on RS or any other thing really. Everything not job related is on hold <span style="font-size: xx-small;">(yep the flash thing too not like, anyone seems to care :p)</span><br />
But.<br />
This job should allow me to work on RS in quiet periods. Right now is a busy period. <br />
So, keep the faith.<br />
Blast zombies.<br />
Eat brains.<br />
Or murder innocent bystanders for food.<br />
<br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com16tag:blogger.com,1999:blog-3600649072173890752.post-42621726623230360562011-02-28T12:58:00.005+01:002011-03-02T20:26:33.634+01:00Poll: What would you like for Rogue Survivor?See poll on the right panel.<br />
<br />
<i>Blogger automatically considers some comments as spam, don't worry if your comment doesn't appear, I check the spam box regularly and put comments back here.</i><br />
<br />
Clarifications: <br />
<br />
<br />
<u>A. "Just keep at it!"</u><br />
Means keep doing it as opposed to open source.<br />
<br />
<table border="0" cellpadding="0" cellspacing="0"><tbody>
<tr></tr>
<tr><td class="answerText"><div title="F. Better living AI"><u>F. Better living AI</u></div></td></tr>
</tbody></table><table border="0" cellpadding="0" cellspacing="0"><tbody>
<tr></tr>
<tr><td class="answerText"><div title="F. Better living AI">Should have made separate votes for Soldiers, Civilians, Gangs, CHAR and player followers AI etc...</div><div title="F. Better living AI">If you want a particular living AI improved over others, precise it with a comment.</div><div title="F. Better living AI"></div><div title="F. Better living AI"><br />
<u>I. More content (items, buildings..)</u></div><div title="F. Better living AI">Also includes Skills. </div></td></tr>
</tbody></table><br />
<br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com98tag:blogger.com,1999:blog-3600649072173890752.post-67001710417021760882011-02-23T17:33:00.002+01:002011-02-23T17:35:46.782+01:00Donation page addedI added a "<a href="http://roguesurvivor.blogspot.com/p/donate.html">Donate</a>" page where you can donate via PayPal.<br />
Look at the top of the blog in the page menu.<br />
<br />
Some of you expressed the desire or willingness to donate, so why not?<br />
I put a disclaimer on the donation page to remind you what a donation is and what you can expect from it.<br />
I won't play the poor sad puppy or salesman tricks on you to get more donation money. <br />
Just give what you want, if you feel like it!<br />
<br />
End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com18tag:blogger.com,1999:blog-3600649072173890752.post-75158459915958794852011-02-20T17:03:00.000+01:002011-02-20T17:03:11.950+01:00New roguedjack Flash blog<a href="http://roguedjackflash.blogspot.com/">http://roguedjackflash.blogspot.com/</a><br />
<br />
That's the place to go if you want to know what the hell I'm doing with <b>Flash</b> while every decent chap knows I should be working on Rogue Survivor (bastard me!).<br />
There are already a couple of gameplay screens to lurk at. <br />
I'll keep this blog Rogue Survivor related.<br />
<br />
<b>"OK. BUT"</b><br />
Don't worry, again either :<br />
<ol><li>I go back to Rogue Survivor in the near/mid future.</li>
<li>I release the game as Open Source, so anyone can improve it.</li>
<li>Some game company <i><span style="font-size: xx-small;">has a lot of money to loose and</span></i> hire me to make a Virtual Rogue Survivor 3D Multiplayer Wireless Surround Turbo.Unlikely eh?</li>
</ol>End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com7tag:blogger.com,1999:blog-3600649072173890752.post-81699347033209294222011-02-10T16:42:00.000+01:002011-02-10T16:42:55.357+01:00You've got mailI'll take time to answer mails and look at comments and troll-spam the fans forum.<br />
I also must try Grand Rogue Auto.<br />
<br />
<b>"ROGUE SURVIVOR?"</b><br />
For various reasons, RS is in neutral gear since January. That's bad news I know.<br />
The time that was spent on RS is now spent on learning Flash, because I need the skill.<br />
<br />
<b>"FLASH?"</b><br />
I'm writing various game prototypes while learning. Prototyping with Flash is really easy and fun. I strongly dislike writing UI code and Flash makes it very easy to implement an interface and go straight to game mechanics and AI. Some real games might come out of it. Simpler than RS but with original and interesting gameplay and very unlike your average Flash game. I think I'll make a blog about them.<br />
<br />
<b>"OK. BUT ROGUE SURVIVOR?"</b><br />
I'll try to come back at it later. Hopefully it is not dead, but you shouldn't expect frequent releases as before.<br />
Letting this game die would be a shame, wouldn't it? <br />
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Ok. Time to check the mails.<br />
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End of post.Roguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.com54