Equin 2: The Warren Peace, Coming to Steam this November!

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  • Hello, everyone!

    I'm happy to say that the Steam page for my new roguelike, "Equin 2: The Warren Peace" has gone live and will be released this upcoming November!

    EQUIN 2: THE WARREN PEACE
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    STORY:

    When an evil wizard writes a 6000-page book to bore the townspeople to death, it's up to you to take the damn thing and return it FROM WHENCE IT CAME.

    Dive back into the roguelike world of Equin: It's rabbit warriors vs evil enemies in a challenging traditional roguelike! Specially-designed to not need a MENSA membership to figure out.


    FEATURES:

    Holy cow, a roguelike that's it's an actual roguelike??!: Permadeath, Tile-Based / Turn-Based movement, randomized dungeons. Huzzah!

    Easy to learn control scheme: One of the things that keeps me from playing traditional roguelikes very much are the complex keys to figure out. In Equin: The Warren Peace, every action is tied to a context menu that pulls up by pressing the Space Bar. Near a well and next to a door? Press space to have the option to either drink the well water, fill an empty bottle, or enter the building. No more 1,000,000 keyboard possibilities. "Fight monsters, not the controls!"

    Four classes that play differently: Warriors can use two handed weapons and excel with all armor and shields, but are very weak vs. magic. Thieves can use inspect chests for mimics or steal from shops. Wizards cast offensive magic and can convert unwanted items into XP to help them grow. Clerics are holy champions who excel fighting undead enemies, making them REGULAR dead enemies.

    Your adventure takes you through a swampy temple, arid desert, undead crypt, frozen prison, and evil magic tower. Discover special event rooms, powerful statues, treasure chests, and devious monsters along the way!

    Battle enemies in GLORIOUS 1st person combat: Gain fighting options depending on what you're holding- Slash with swords, bash with shields, chant magic from books, stab with knives and more. Manage your stamina like a pro or equip the "The Warren Peace" book to help you!

    Fight boss enemies at the end of each area to get a special key that opens the vault for great rewards. Or don't and take the escape ladder out instead- it's up to you!

    Special floor events can spice things up: Rain, Darkness, Anti-Magic, Time Bombs, Firestorms, Jailbreaks and more!

    Colorful graphics, with hundreds of equipment pieces that show up on your guy while worn: Never have to guess what your character is wearing again! If he's using a huge battleaxe, wearing heavy iron armor then that's what he'll look like on the screen too.

    Original OST: A soundtrack featuring drums, bass, keyboards, guitar, and thankfully no singing this time!


    WISHLIST TODAY!

    If this looks like something you'd be interested in, or maybe you know someone who would like to try roguelikes but finds the controls too complex, then this might just be for you!

    Thank you, everyone!

    Weebish Mines, my retro Metroidvania!
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  • Equin 2's demo is now available for download off Steam!

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    This allows for you to play as the Warrior through the first two areas. Otherwise there are no other restrictions.

    Thanks!

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    Weebish Mines, my retro Metroidvania!
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  • And it is now out!

    Thanks everyone and to Clickteam for your awesome product that let me make this!

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    Weebish Mines, my retro Metroidvania!
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  • Congratulations on getting another game finished and released! I hope the launch went well :)
    I never get bored of roguelikes (been playing a bit of "Labyrinth of Legendary Loot" recently, and just started on my own roguelike).

    Thanks, MM! This one looks to improve upon things the first one had some issues with (biggest quite literally being a 'bigger' playfield). As you know it uses your method of displaying tiles which was super important to both games. Another big change this time around is that it's not reliant on outside files to generate levels anymore- it's all done using active objects and sorting through through every pixel's color and assigning the values to the array itself.

    RE Launch: Looks like I'll get some free utilities out of it in a month or so, so victory achieved!

    --

    I want to see your own roguelike, that's gonna be killer I'm sure.

    Weebish Mines, my retro Metroidvania!
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  • Yes, it's unmistakeably Equin, but seems like you've made a lot of subtle improvements (it's funny to think that you can now see as well in a dark cave as you could during daylight in the old version). It has quite an "epic" feel too, with all those different environments, instead of just endless dungeon levels like you get in many roguelikes.

    That sounds like an unorthodox way of storing map data, but whatever works!

    My roguelike will probably end up as vapourware, the same as all my other games - that's why I'm always so amazed and impressed that you're able to keep finishing one game after another!
    The plan though, is basically a "Microgue" clone ( Please login to see this link. ) - so more of a puzzle-roguelite than a true roguelike - but expanded from a coffeebreak game to more of a lunchbreak game - with new monsters, traps, objects and environments. Aside from the procedural generation, it should be much simpler than your games in most respects (hopefully).

  • Yes, it's unmistakeably Equin, but seems like you've made a lot of subtle improvements (it's funny to think that you can now see as well in a dark cave as you could during daylight in the old version). It has quite an "epic" feel too, with all those different environments, instead of just endless dungeon levels like you get in many roguelikes.

    That sounds like an unorthodox way of storing map data, but whatever works!

    My roguelike will probably end up as vapourware, the same as all my other games - that's why I'm always so amazed and impressed that you're able to keep finishing one game after another!
    The plan though, is basically a "Microgue" clone ( Please login to see this link. ) - so more of a puzzle-roguelite than a true roguelike - but expanded from a coffeebreak game to more of a lunchbreak game - with new monsters, traps, objects and environments. Aside from the procedural generation, it should be much simpler than your games in most respects (hopefully).

    You do yourself a disservice with all the stuff you know how to accomplish with code. I have no doubt it'll be awesome.
    Without looking at this link yet I hear the same kind of things about a game called Rift Wizard, in that it's more puzzle-like.

    Regardless though you have to let me know when you have something working so I can try it out, ok? :D

    Weebish Mines, my retro Metroidvania!
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  • Unfortunately, knowing how to do something and actually doing it, are two quite different things.
    I'm trying to keep a to-do list and set a small, achievable goal for each coding session, so that I keep making slow but steady progress.

    I have a 5 step plan:
    1.) Implement all core gameplay mechanics in a handmade test room (movement, combat, puzzles, etc), minus animation.
    2.) Procedural generation of individual rooms (I'm using the Spelunky method, which should be really quick and easy).
    3.) Procedural generation of worlds / quests (not quite sure how I'm doing this...).
    4.) Create content - room templates, graphics, monsters, traps, etc (the fun part!).
    5.) Everything else - menus, story, sounds, etc.

    So far, I'm still in the early stages of step 1 - basically it's a Sokoban clone (the player movement is deceptively complicated though). I was hoping to make a generic enemy AI, that could be used for all the monsters in the game just by tweaking a few values, but no such luck - there's too much variety, so each one is going to need to be coded individually.

    I haven't played Rift Wizard, but it looks interesting (very different from what I'm doing). I like the concept of trying to find good "builds" (synergistic combinations of spells).

  • That's great! My enemy "A.I." I have to use quotations for so that'll give you a bit on how well it works haha

    It's super simple on the main map- they just check to see where you are in relation to their X/Y position and move a tile accordingly (most of the time, which is by design in order to keep it a little fresh I guess). It's obviously super easy to fool and avoid a single monster however once you get a few of them in there plus the layout of the floor it can get tricky. If you are invisible it tweaks this a bit- it uses a percentage, so say if you equip a regular ring of invisibility that gives you 50% invis, and then before each monster goes to move it'll have the condition If random(100)+1 > invis_effect too. So having this ring on means half the time the enemy won't even move because it doesn't see you. The invis effect from a statue though is always 100, so they'll always stay put. The effect doesn't last long so it's not too OP.

    The main tactics or whatever you want to call it comes from the 1 vs 1 fights of course. Each enemy has its own battle options that are loaded into a list object off screen and the game will randomly pull from that list each time its turn comes around. You can give them higher percentages of a regular attack simply by adding more "ATTACK" lines, it's so easy and works great. If an enemy has a "HEAL" option and it comes up it'll first check to see what it's current vs maximum HP is, so that if it doesn't need to heal it'll default to something else so the spell isn't wasted needlessly.

    I like how you said the Spelunky method is quick and easy, yet almost nobody has been able to really duplicate it since or at least not very well. See that's the kind of stuff you'll be great at for sure.

    Weebish Mines, my retro Metroidvania!
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  • That's *exactly* the kind of artificial stupidity that I need!
    In Microgue (and in my game) monster movements are entirely deterministic - there's no luck and no hidden information. Once you learn their patterns, you can predict with complete certainty where each monster will move. It sounds like it would be really easy and dull, but there are enough interactions and variables to keep track of that it ends up being fun and challenging.

    The real trick to Microgue is not so much being able to spot which monsters can kill you, as being able to spot the moves that appear suicidal at first glance, but are actually safe - maybe the monster is going to be killed by a trap before it can kill you, or maybe a different monster is going to get in its way, or maybe a Yeti is going to be killed by a trap and that will freeze the monster, or maybe it will be killed by an exploding Fire Elemental - there are so many possibilities, but none of them are random.

    That's interesting, having partial invisibility, instead of it just being all or nothing. I find stealth is rarely overpowered, because it usually translates to missing out on an opportunity to gain experience by fighting - it's just another lifeline to get you out of a really sticky situation (which is exactly what a traditional roguelike item *should* be - something that you try out of desperation, not knowing what its effect will be, that might just save the day... or might kill you quicker).

    Your combat system is actually pretty sophisticated and impressive. Apart from being 1v1, it's just like a typical JRPG. Maybe Equin 3 should give the player a party of characters?

    As for tactics, this may be controversial, but I'm not sure roguelikes even *need* to have any tactics, necessarily. I don't know if you play any board games, but there's one called "DungeonQuest" ( Please login to see this link. ) which is basically a roguelike (you explore a randomly generated dungeon, and almost never make it out alive). It's a very successful game that was released in 1985 and is still popular today. The thing is, it's almost entirely a game of luck - you just draw cards and do what they tell you. If you draw a monster, you roll some dice to see who wins. If you draw a trap, you roll some dice to see if you're wounded (or insta-killed!). It's not a good game, but it is a great "story generator" - it's fun just too see what happens, almost like reading a book or watching a movie. "Talisman" ( Please login to see this link. ) another classic, is similar - you roll a dice and choose whether to move that full distance clockwise or anti-clockwise. There's a little more to it than that, but not a lot. Again though, what it does well is generate these amazing, epic stories of adventure.

    The Spelunky method *is* really simple (about as simple as manually designing levels anyway). The downside is that it's kind of a halfway house between manual level design and procedural generation - you still have to manually create lots of room templates. It's really more "procedural modification" than procedural generation.

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