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Development Info SCOURGE sloshes to 0.9

Saint_Proverbius

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Tags: S.C.O.U.R.G.E.: Heroes of Lesser Renown

<A href="http://scourge.sourceforge.net/">SCOURGE</a> has upped itself to <A href="http://sourceforge.net/project/showfiles.php?group_id=98006&package_id=104986&release_id=309535">version 0.9</a>. It's that turn based, 3D rogue-like with the backstory of bad guys hiring old, retired heros with nothing to better to do than to clean out their lairs and dungeons of the unwanted - or wanted - vermin that naturally tends to infest them. There's also some <A href="http://scourge.sourceforge.net/screens.html">new screenshots</a> available of the new version.
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<div align="center"><a href="http://scourge.sourceforge.net/screens.html"><img src="http://www.rpgcodex.com/images/screenshots/scourge/tiny003.jpg" height="150" width="200"> <img src="http://www.rpgcodex.com/images/screenshots/scourge/tiny004.jpg" height="150" width="200"></a></div>
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<ul><li>Hybrid set of missions: random templates and specific storyline missions
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<li>Better item generation: magic items outlined, creatures drop random loot, item levels, etc.
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<li>Quake2 directory support: loading/unloading models, textures, sounds (only for later level creature; level 9+ for now)
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<li>Tooltips on everything!
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<li>Smooth creature movement and turning
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<li>Battle enhancements: press 'p' to show path in TB combat, end-turn button, etc.
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<li>Dungeon eyecandy: themed textures, variants, sloshing water
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<li>Many bugfixes: level generator won't crash, better options dialog, faster memory management, etc.
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<li>Faster rendering: display lists, frustum culling</ul>
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Hey, missions <i>and</i> tooltips. This version's got <i>everything</i>.
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Thanks, <b>Gabor</b>!
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<br>
 

EvilManagedCare

Liturgist
Joined
Aug 26, 2004
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Perpetually lurking
I played my first game of Rogue on my friend's Atari ST, which had been published by Epyx. I liked the graphics (which weren't ASCII), and I can't wait until this one is done. I'm looking much more forward to this than say, Dungeon Lords. Ugh.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
I tried this version and found it unenjoyable in comparison to other roguelikes. It's not finished yet though, so I'll still try out the next ones as it has potential.

Getting rid of the old real-time combat as default was a good idea though. It was horrid and unmanageable.
 

EvilManagedCare

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Aug 26, 2004
Messages
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Perpetually lurking
Fez said:
I tried this version and found it unenjoyable in comparison to other roguelikes. It's not finished yet though, so I'll still try out the next ones as it has potential.

Getting rid of the old real-time combat as default was a good idea though. It was horrid and unmanageable.

I have to admit I didn't like the demo of version 0.8. Then again, I rarely like demos, so hopefully it will get better. It's supposed to be free when it's complete I think, so I guess it won't be so bad if it sucks when version 1.0 rolls around.
 

Saint_Proverbius

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There's some neat stuff to the game so far. However, I'd like to see the character creation in place and the turn based combat a little more polished. Right now, I could barely even fight an enemy because of the interface.

What I'd like to see in the combat is double click to move where one click just shows the path. I'd also like to see the cursor change to indicate that I'm attacking something. Right now, the cursor is just a hand and it's fairly unresponsive when I click on a monster. I couldn't tell whether or not I was moving to where the monster is or attacking him. A right click radial menu would be sweet too, with multiple forms of attacking based on how many APs you have.

The inventory system could use a lot of work also. Dragging something to the character portrait would be nice in addition to dragging it to the character's model.

Still, I like the idea of a mission based rogue-like where you have a base. The base could stand to be made more useful, though.
 

HunHam

Novice
Joined
Nov 21, 2004
Messages
2
Location
the Citadell
Hey all, I'm the creator of the game S.C.O.U.R.G.E. (sole programmer/artist/lawyer I'm afraid). I have to say that every time I see there is a new comment, I sort of cringe mentally but I do like the abuse so keep it coming. In fact it is nothing less than what I've come to expect from patrons of this fine website that great ideas are artistically blended into the smackdown... :)
I actually have a question about the above mentioned "radial menu". Could someone point me to an example (screenshot) of it? Also, I listed the other thoughts on my <a href="http://scourge.sourceforge.net/contribute.html">status page</a>, so if there is anything else you'd like to see implemented, let me know. Thanks and keep 'em coming.
 

EEVIAC

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Mar 30, 2003
Messages
1,186
Location
Bumfuck, Nowhere
While this isn't the most detailed screenshot it shows how the radial menu works. When you mouse over one of the action icons, the menu options fold out. You only need two clicks to access all the actions in the game - a right mouse click to bring up the radial menu, and left mouse click to select the option.

You could have different menus that are context sensitive. So a locked door would have options to bash, lock pick, cast knock, or trap - a monster would have all the character's attack options - a party member could have spell options for buffs and healing.
 

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