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Posts by 100 Rogues

Impractical trinket: every turn, there is a 3% chance to randomly teleport a nearby enemy to another nearby location.

Patch Notes: No longer works on bosses >_>

1 week ago 1 0 0 0
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Back and better than ever: The Quadbone! This was always a fun weapon, but it had a hidden effect that I never quite got working on iOS.

Each successful hit carries a small chance to resurrect a nearby enemy to fight for you.

1 week ago 5 1 1 0

To celebrate removing 40 bugs this month and being about a week ahead of schedule, I am restoring some iOS items today.

So far, I've gotten 3 consumables, 1 never-before-seen throwable, and 2 weapons returned into the game!

Weapons are going a little smoother than expected. Can't wait to add more!

2 weeks ago 3 0 0 0
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Rewarding the credits-watchers

2 weeks ago 2 0 0 0
Game screenshot in the middle of the Dark Pope fight. Projected from a hologram, we see the pope menacing the player wielding a butter knife as his minions and acolytes swarm the room.

Game screenshot in the middle of the Dark Pope fight. Projected from a hologram, we see the pope menacing the player wielding a butter knife as his minions and acolytes swarm the room.

Deep Lore: You can see from the butter knife Dark Pope was in the middle of supper of minced baby seal when he was holo-summoned to this fight.

In 2009, this seemed like a cartoonishly evil act fit for the leader of a shadow government. But here we are.

3 weeks ago 3 1 0 0

6. Begin remaking remaining items on a branch
7. Ship the build from 5 and the patch from 6 as soon as both are ready. 5 will probably be a few weeks after the Steam Next Fest. 6 could be a month or two after that.

3 weeks ago 2 0 0 0

Schedule for the remainder of the release:

1. Known bug fixes (~20 left)
2. Identify and remake low-effort, high-impact items from the recent data mine
3. Regression (test every single game feature, pretty much 1-by-1
4. Demo update, Summer Steam Next Fest
5. Make Release build
[1/2]

3 weeks ago 2 0 1 0
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Happy to report that the original 100 Rogues code-base has been restored off of a 17-year-old macbook.

I had honestly forgotten what the Griffin's Slayer looked like.

(a handful of items and weapons were triaged out of the Ouya for schedule reasons, and that's the code I've been remaking it from)

3 weeks ago 3 0 1 0

Patch Notes, 3/25:
Improved Toast for Hunger (slightly more threatening message when the threatening stuff starts happening)
Confusion is less confusing (using an item like a potion won't randomize your skill decision)
Removed tutorial menu's personal grudge against Quabbus

4 weeks ago 1 0 0 0

For context, the number of people I've seen profess excitement for the re-release would still fit very comfortably in a single US High School classroom.

4 weeks ago 1 0 1 0
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I am open to a Mobile port after Steam, but I really need to see more desire for it to give the extra time it'll take. Mobile becomes a yearly expense with ongoing labor to keep the game alive.

Please share & support, so that I can see people want it and that the effort would be worth it.

4 weeks ago 1 1 1 0

This hard drive has everything that was on iOS that didn't make the Ouya build. Those special items are the most notable, but I'll also have access to challenge mode data again, as well as the 100 Trials designs and data for Monster Classes. So those could potentially make a return as well.

4 weeks ago 0 1 0 0

So far, the game has been missing a lot of items from the original release, like Katanas and Griffon Slayers and Vampire Swords. I have finally taken the steps needed to retrieve their data and art from an old hard drive that's been inaccessible to me. Expect an update once they're retrieved!

4 weeks ago 1 2 1 0

WHY DID NOBODY TELL ME THAT @100rogues.bsky.social IS COMING BACK?!?

I look into this game every year for the past 10 years to see if there's been any development on the OSX version or if anyone's figured out how to get the Ouya version running on modern Android.

I'm inconsolably excited for this!

1 month ago 1 1 0 0

Thank you! Sorry I've been quiet on this account, I've got my head down debugging. I am almost down to a single digit bug count (and generally fixing issues faster than I find them ๐Ÿ˜…).

Stay tuned!

4 weeks ago 1 0 0 0

Really all that's left is debugging and hopefully rescuing some items off an old hard drive.

It's hard to say exactly how long debugging will take. April seems the most likely target, which is a bit later than expected but I am very happy I did these extra refinements this month.

1 month ago 1 0 1 0
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Progress on debugging isn't particularly interesting, but this month has also been big for UI refinement.

The health and energy bars have been integrated into the skills menu, removing one panel from the UI entirely. The minimap has a nice little border and its colors have been refined a bit.

1 month ago 3 1 3 1
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By popular demand, the minimap / overlay maps are making a return.

(UI Not Finalized)

2 months ago 3 0 1 0
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Whoa, congratulations!!! Quabbus is NO pushover haha. Yes, you have found one of the new easter eggs that is unique to the PC port.

2 months ago 1 0 0 0

[2/2] much more intuitive and there is much less need for extensive backtracking.

Since it just felt like we were ticking a box to add it the first time (pre-Tourist), and since there's even less need for it now, I didn't clutter the UI with it or spend the time

I'll add it if players really want!

2 months ago 1 0 1 0

It was removed for this version, you're not misremembering.

If Tourist comes back, I'd have to implement because he can see treasure locations on the map.

Originally it felt like the game needed a minimap just... Because games have maps? But especially with the new map styles, navigation is [1/2]

2 months ago 1 0 1 0
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Sprinkling some more UI sugar to help players remember their skills exist. The Radial menu now minimizes to a hotbar indicating which skills are available.

The hotbar supports clicks for mouse-only play, and keyboard-only or gamepad players can still expand to use the same radial menu as before.

2 months ago 4 0 3 0

Absolutely crystal clear here, yeah, this is amazing. Thank you!

2 months ago 1 0 0 0

Oh, I see, this was continuing a game in progress after the demo ended. This is extremely helpful, thank you so much!

2 months ago 2 0 3 0

That is a new one that I have not seen! So by "escape" you mean complete the Demo levels and start a new game at level 1? Monsters in the new game will move around, but not attack?

Offhand I do not know why that might be but I take these reports very seriously and will look into it. Thank you!

2 months ago 0 0 0 0

It is killable, and all 4 PCs have some means of getting away from Ranged monsters like this, but it is a HUGE threat.

We're really happy with the thrill and fear and surprise he adds; even after a thousand runs you still might come across something new to be challenged by.

2 months ago 0 0 0 0
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The strategies to avoid being surrounded have changed for this version, as well. iOS Maps had an excessive number of hallways, which made for a dominant (and often tedious) strategy of kiting enemies back to hall openings

Choke points still exist, but they're rarer and a little trickier to rely on.

2 months ago 2 0 0 0

One possibility is that the code that reads the data files is using an inclusive max instead of an exclusive max, if you're seeing skeletons with 4 lives, for example. I can double-check.

Thank you!

2 months ago 1 0 1 0

The rule for Skeletons has always been to spawn with a random number of lives between 1 and 3, evenly distributed. Those values are stored in the same data files that have health, regeneration, Rocket Ammo, everything else.

I've made a point to never modify those data files, but I can double-check

2 months ago 0 0 1 0

( and yeah, from what I see in the screenshot, this is what it's supposed to look like. The reaction the designer was going for was an Adult-Swim-esque "what did I just witness" moment. Sounds like it landed as intended )

2 months ago 0 0 5 0