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Welcome to Rogue: The Doomlike, an attempted conversion of many of Rogue's game mechanics into Doom. Development has stopped. I may or may not return to this project and finish it.
Implemented Features are in green.
Partial Features are in yellow.
Planned Features are in plain text.
- All 26 alphabetical creatures, with hitpoints and attack values inspired by Rogue v4.
- A random spawner that replaces classic Doom monsters with Rogue monsters. - Font-based sprites; all enemies are currently text symbols of one form or another. - Gold, simply as a sort of score item. - More complex monster behaviors -- leprechaun steals from you, floating eye freezes/slows you, etc.
- Weapons and armor from Rogue, if I can figure out how to model them at least somewhat accurately.
- Unidentified potions / scrolls / wands. These are randomly assigned their functions at the start of a new game. You must experiment to find out their uses!
- Custom textures and map set. Dark monochrome setting that adds a minimalistic dungeon atmosphere.
- Enchanted rings, wear up to 8 at a time.
- Blessed and cursed items. - Experience and Strength stats a la Rogue.
- Actual artwork for everything, instead of just text symbols.
Scrolls of "Enchant Armor" increase your armor class by 1 to a maximum of 10.
Scrolls of "Protect Armor" make your armor immune to rust. Leather armor is naturally rust proof.
Spoiler: Potions
Healing:
Recover 1d4 hitpoints per experience level.
If you have full hitpoints, permanently increases your maximum hitpoints by 1.
Also cures blindness and confusion.
Gain Strength:
Permanently increase your strength by 1 point. If your strength has been damaged, you might want to drink the next listed potion first.
Restore Strength:
Restores your strength to its highest previous level.
Paralysis:
Immobilizes you for 10 seconds. Can have deadly consequences.
Confusion:
Halves your movement speed and reverses your controls for 60 seconds.
Polymorph:
Take the form of a monster at random. Sometimes very bad, sometimes wonderfully powerful.
Poison:
Damages your strength by 1d3 points and returns you to your human form, if polymorphed.
Poison can kill you if your strength drops below 1.
Levitation:
Fly freely through the air for 60 seconds.
Extra Healing:
Twice as effective as the Healing potion in every respect.
Haste:
Move and fight more quickly for 60 seconds.
Blindness:
Stumble through unnatural darkness for 60 seconds. Offers immunity to the gaze of Floating Eyes and Umber Hulks (Future Release)
Infravision:
Enhanced vision and the ability to see invisible stalkers for 60 seconds.
Experience:
Immediately gain an experience level with all of its usual advantages.
There is also a potion which does nothing. It is there to offer false hope.
Spoiler: Scrolls
Unfinished; I will list them here when I've finished them.
Until then, you can always play the mod to see which ones I've implemented.
What's New?
- Perhaps things I've forgotten... a road trip can do that.
- Reworked all internal hit chances to use simulated d20 (instead of percent chance)
- Certain weapons now have inherent bonuses / penalties to hit
- Player jump height slightly increased (trying to make up for lost speed in vanilla Doom maps)
- Arrows and bolts that hit their target are destroyed
- Missed arrows and bolts are always recoverable
- Added corpse sprite (Heretic support)
- Implemented Create Light scroll (Software renderer not supported... sorry 'bout that)
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- Much improved Heretic support
- Added gold (leprechauns don't steal yet)
- Added food; only useful when hunger is enabled
- Optional hunger system with 4 settings
- New Rogue DL Options menu, currently with only one option
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- Added sound effects for using potions and scrolls
- Implemented Identify scroll
- Gave the HUD a once-over, now with displayed max hp and max strength
- Replaced Doom's respawn functionality with an invisible "Dungeon Keeper"
Spoiler: Old Update News
- Violet Fungi now poison you, rather than dealing direct damage
- Corrected a bug with checking your identified scrolls
- Implemented Create Monster, Aggravate Monsters, Protect Armor, and Hold Monsters scrolls
- Player receives inherent bonuses in Gentle Rogue
- Revised skill levels (again!? yes, again)
- Refined polymorph potions (thanks, HexaDoken!)
- Highly WIP, unfinished scroll system in place.
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- Wraiths and vampires can wound your max hitpoints.
- Giant ant stings can reduce your strength.
- Centaurs can only fire up to 7 arrows.
- All monsters have armor class now.
- Weapon stats simplified to reflect Rogue more accurately.
- Player regenerates hitpoints based on experience level now.
- Skill levels made more randomized.
- 3 starting loadouts to choose from.
- Poison potions now damage your strength.
- Polymorph potions; turn into any monster at random!
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- Strength added; related potions implemented.
- Traditional starting loadout added.
- Armor Class accurately simulated now.
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- Slight bonus to hit when throwing daggers or spears
- Bonus to hit with ranged weapons
- Revised skill levels
- New sound for swinging two-handed sword
- New sounds for bouncing weapons
- Throwing graphics finished for all melee weapons
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- Press 'I' (default) to view identified potions.
- You can now see your current level on the fullscreen HUD.
- Added chance to miss for ranged attacks.
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- Be warned: it's a bit harder to play now!
- Player has a chance to hit now (5% + 5% per experience level)
- Player now starts at level 1 and gains experience for kills!
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- Reduced endurance of armor
- Violet fungi are now immobile
- Classic Rogue skill level - monsters inhabit particular dungeon levels (map numbers)
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- Potions are now randomized according to Rogue's potion chances.
- Hallucination potion removed.
- Centaurs' fired arrows are recoverable much less often.
- Floating Eyes can transfix you when hostile.
- Floating Eyes, Leprechauns, and Nymphs are now peaceable until provoked.
- Monsters all move more slowly now, making them easier ranged targets.
- Armor pickups now have individual graphics.
- Weapon pickups now have individual graphics.
- Thrown daggers and spears have special projectile frames; I'll be adding these for all weapons eventually!
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- Player starts with 2 potions and leather armor
- Some monsters drop potions on death
- Umber Hulks have a chance to confuse you now
- Centaurs can fire arrows now
- Equip many varying types of armor!
- Find bows and crossbows to pick off your foes at a distance!
- Some added sound effects and sndinfo tweaks (improved Heretic support)
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- Press altfire to throw your held weapon!
- Carry up to 5 daggers (daggers in quiver indicated as ammo count)
- Hallucination potion implemented
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- Monsters now wander the map aimlessly
- Made potions a little more common
- More potions implemented: confusion, paralysis, and poison
- Now with support for Heretic! (Although monsters and weapons are, presently, silent).
- New, highly WIP potions system! Now persists across maps!
- Removed chainsaw and powerups.
- Added optional file for monster pictures (instead of letters).
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- Added bare hands, dagger, spear, mace, long sword, and two-handed sword.
- Gave monsters a chance to miss you.
- Made floating eyes, leprechauns, nymphs, and rust monsters completely harmless.
- Players are now rendered appropriately as '@'.
- Mimics now pretend to be weapon drops.
- Added 'Gentle Rogue' difficulty, which halves incoming damage.
Last edited by Josh771 on Fri Aug 15, 2014 10:45 pm, edited 78 times in total.
Gold I'd like to have, score items are so 20th century, but who doesn't like loot?. An ASCII texture set would be just lovely as well (and would make a few maps look interestingly "Monochrome" (as the map pack). OBLIGE and self-imposed permadeath sound like a must for this.
You could probably write a custom in-game map generator if you feel up to the task. Doing mapgen algorithms in ACS is a bit painful (no pointers, no good math precision) but doable, I recall there was a prototype somewhere in the forums, but I think it just used a grid of sectors, and lowered "empty space" after generating a map in a 2D grid (array).
With ASCII-like textures, a few ACS texture changes for doors and such, it should be quite authentic, but that's probably more than you'd like to get into.
If you can locate it, that ACS random map generator might be something to look at, though. If not, OBLIGE just does the trick, no stress.
Still, seems to be quite a fun idea, gave it a quick run until a dragon blasted me into pieces. I am totally OK with the ASCII graphics for enemies as long as they are varied enough. I'll keep an eye on this for sure.
I think you'd get more players if you made "Nethack the Doomlike" but as this is a jokewad and not really meant to draw in the rouge fans it's alright. I do look forward to this, tooling around in an ASCII implementation of the doom engine would be neat.
"Nethack the Doomlike." Now that I could appreciate; of course, lately, my tastes have been more for ADOM (especially since there's now a version with NotEye and tiles).
So, I have minimal experience with ACS, and that was probably over a year ago. However, I rather enjoy programming. So, if anyone finds that ACS script for generating maps, I will be more than interested. I've written a few half-baked roguelikes and roguelike engines in my time, including dungeon generation algorithms, so I wouldn't mind giving it a swing in Doom. And I really do love Oblige (DoomRL and Kyle's DoomRPG mod make a wonderful Doomy roguelike experience).
Well, I'm surprised. I really thought I'd find fewer people that actually liked this.
Hehe, I love my Dragons. I think, in order to secure a more perfect Rogue experience, I must now work on some basic swords / maces / heavy sticks.
I'm quite in love with the concept of the rouge-like, simply the sheer intricacy possible for it. And the fact that devs often put in a different response for just about anything the player can do. but my bad memory keeps me from playing them (is that O an orc or an ogre? what does the H key do again?). Anyway. I do know that some games can randomly generate a level every time (kkreiger comes to mine) I dont think doom is capable of that however. You'd probably be better off having them randomly generated in your rouge-like of choice then manually mapped into doom. Of course you'd have to do a LOT of work to get an acceptable doom map but it'd probably be a more faithful rouge-like map than what oblige makes. And I like the name "Rouge: the Doomlike" as it's more clearly the game Rouge brought to IDtech1 rather than some generic FPS called Rouge.
You could probably write a custom in-game map generator if you feel up to the task. Doing mapgen algorithms in ACS is a bit painful (no pointers, no good math precision) but doable, I recall there was a prototype somewhere in the forums, but I think it just used a grid of sectors, and lowered "empty space" after generating a map in a 2D grid (array).
That would have been my project. Dungeon data was stored in a 2D array, and as you've figured out - generating rooms is done by lowering sectors (which was an auto-generated UDMF map with an absurd amount of grids). While the systems were all technically working, I had trouble finding an algorithm that generates a nice looking dungeon so I had the thread closed until I could get help...
Nash wrote:That would have been my project. Dungeon data was stored in a 2D array, and as you've figured out - generating rooms is done by lowering sectors (which was an auto-generated UDMF map with an absurd amount of grids). While the systems were all technically working, I had trouble finding an algorithm that generates a nice looking dungeon so I had the thread closed until I could get help...
Did you try using BSP generation or any of the classic roguelike methods? I guess I'd have to see it to understand why it was a problem. Seems to me you could use that sectors method to produce rooms, corridors, secret doors (if you can randomly assign some linedefs as useable sectors that then drop and become a new empty tile). It's a shame if that doesn't work; that would be pretty cool.
And... I've added some basic weapons to the mod now. I've also given monsters their appropriate hit chances. I'll update the download (and maybe rename this project according to Arthropleura's suggestion).
Any plans on putting together a texture pack based on rougelike textures? I know Dwarf fortress has a lot of different ideas for ASCII graphics that could be implemented as textures.
Played entryway on random difficulty. Holy crap that's difficult! And it's very hard to line up you attack without any player sprites. Plays pretty good so far.
Arthropleura wrote:I've got it! We just use the words themselves for the sprites!
Oh, wow, hahaha, that's so meta, I love it. XD Just beating things to death with the word sword. It's like that show my niece watched when she was younger where everything was actually the word that represents it, but shaped into what it is. So the shark character was the word "shark", but stylized and scrunched up to actually look like a shark.
Arthropleura wrote:Any plans on putting together a texture pack based on rougelike textures? I know Dwarf fortress has a lot of different ideas for ASCII graphics that could be implemented as textures.
That's a thought. I may actually try to pixel together a texture pack for use in vanilla Doom. That would help to complete the atmosphere; that and some free music like the stuff used in Soundsense (for Dwarf Fortress).
Combine_Kegan wrote:This is hilarious.
and you could always use text symbols for the weapons when the player has them equipped.
I was planning on making a single animation for swinging a right parenthesis. For now, I've made some little representative images (perhaps they only show up on widescreen?) that should appear in the bottom right. Best played with the fullscreen HUD.
twinkieman93 wrote:
Arthropleura wrote:I've got it! We just use the words themselves for the sprites!
Oh, wow, hahaha, that's so meta, I love it. XD Just beating things to death with the word sword. It's like that show my niece watched when she was younger where everything was actually the word that represents it, but shaped into what it is. So the shark character was the word "shark", but stylized and scrunched up to actually look like a shark.
I don't hate this idea. It doesn't feel very Rogue, necessarily. I'm not sure I could pull it off in any meaningful way.
Arthropleura wrote:Played entryway on random difficulty. Holy crap that's difficult! And it's very hard to line up you attack without any player sprites. Plays pretty good so far.
Glad to know it's difficult. That's the thing about Rogue, that constant threat of death. Running away has never really been encouraged in Doom, but... when it's a Dragon and two Xorns between you and the exit, your chances are better just trying to sidestep them.
I'm working on randomizing monster health according to their hit dice right now. Currently doing it in the spawn state, but that could cause problems (do monsters revert to the spawn state when they kill their target, i.e. the player? If so, they're getting victory injuries. Which is rather weird and must be fixed if some crazy someone wants to play this with friends).
Last edited by Josh771 on Sun May 18, 2014 11:00 am, edited 1 time in total.
Update! A new, easier skill level plus mimics that actually mimic! I also noticed that the Archvile was not replaced in any skill level, so you would suddenly find yourself contending with a Doomier denizen than the rogue is equipped to handle.