If Game Play isn't the focus, what is the point?


Here it is, the latest update in our open source prototype game, Rogue Wave. This one is a big update. I wouldn’t say we are at the point of being a full-blown game yet, but we are certainly close. This release has focused on ensuring we can move from concept to execution in the next few releases.

Here’s a list of the major changes in this release (if you prefer video we have that too):

Level Generation

  • Create “zones” in the map, each zone having a different configuration for tiles within it
  • Destructible environment
  • Define “furniture” that can be added to individual tiles to fill out the map a little more
  • Paths now connect more intelligently
  • 6 levels that gradually introduce the different enemies

Character Progression

  • Offer 3 upgrade choices at a time, leading to more player agency
  • Weighted random (as opposed to pure random) upgrade selection
  • Resource availability balancing

Weapons

  • Manage weapon builds in levels
  • Weapons are now automatically picked up to keep the flow going
  • Bigger ammo clips available as an upgrade
  • Increased damage ammo upgrade
  • Passive weapon for more casual players to deal with those big waves

Enemies

  • Squad behaviours
  • Balancing
  • Flanking and swarming behaviours

Technical Debt and Misc

  • Experimental placeholder art
  • Developer documentation
  • More pooling of objects
  • Refactoring for performance
  • Bug fixes

Files

rogue-wave-windows-x64.zip 158 MB
Version 2024.03.13.4680 66 days ago

Get Rogue Wave

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