The Red Prison is a roguelike based on the OGL-content of the SRD for 5th edition Dungeons & Dragons.
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Data wydania:
20 maja 2019
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Gra z wczesnym dostępem

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Od twórców:

Dlaczego wczesny dostęp?

“The Red Prison is in active development. The current version is playable and features most early game content along with some mid-game content and the beginnings of late-game play. The game is in Early Access on Steam because to date it's been updated on a weekly basis and play-testing and feedback is very important to the ongoing development of the Red Prison.

The goal for development of The Red Prison is to create a procedurally generated Dungeons & Dragons adventure with all of the features of a traditional roguelike which can be played over and over again.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

“Development is expected to continue over a number of years and it is hoped that the main aspects of the game's content will be complete within 12-18 months before the game leaves Early Access.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

“It is expected that over time the focus of development will be to create a more diverse dungeon to explore, implement powerful character abilities, more spells and magic items and a full bestiary of dangerous monsters to fight.”

Jaki jest obecny stan wersji z wczesnego dostępu?

“The Red Prison is fully playable and is almost feature complete for early-game characters. Ongoing development will continue to add more and more features. All of the features listed in the About This section of the store page are fully implemented and ready to play.”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

“The Red Prison will always be available to download for free.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“Bug reports and suggestions are always welcome. Because The Red Prison will be in development for some time, there is the real chance to shape the future of the game.

The best way to provide feedback for the Steam version of the game is to do that on the Steam Discussion board.”
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Zagraj w The Red Prison

Free to Play
 

Ostatnie aktualizacje Wyświetl wszystkie (7)

17 lipca

New version - druids, dynamic quests and a heap more

After a few weeks delay, a new version is finally up for download. The delay was because I embarked on a bit of a complicated arc of development and the build was too unstable in various ways to release because of these big additions to the codebase.

I've been spending the last couple of weeks playtesting and ironing out bugs and hopefully (!!!) the version that I've released is as bug-free as I can hope for and playable!

Here is a rundown of the big changes:

* Druids - new character class has been added. The big feature of this class is the level 2 ability to use wildshape! There is also a powerful selection of spells available from both the cleric and wizard lists and there'll be more custom spells coming over the next few months.

* Dynamic quests - I've begun the work on making dynamic quests which appear randomly in the dungeon and assign you different and often competing goals. The first step of this rollout is on some dungeon levels, there is a chance that two rival NPC groups will spawn. They are often very, very tough although their makeup is random. Both will task you with killing the other. It is planned that you'll get a big reward for doing so, but that hasn't been implemented yet. It's a bit experimental still although it seems to be working well apart from a hard-to-reproduce weird behaviour where the quest dialogue doesn't work randomly. I'm looking into it though.

* Map generation - with the addition of quests came the need to rework the map generator to set out special areas where these quests would spawn. I also took the opportunity to add special entry and exit vaults for levels so that stairs would spawn in more logical places rather than just randomly in some narrow corridor. So the dungeon generation should seem a fair bit different and more complex with a lot more variety hopefully.

Full change list:

* Fixed bug where casting bless caused a crash due to an error in the stats display code.

* Changed the way that druids get spells so they are now like clerics and instantly know all spells at a level they can cast.

* Updated stats display to properly display the damage type being used when in wild shape.

* Started work on dynamic quest system. Implemented quest object and start of work on generating quest givers and target throughout maps.

* Changed AI to not attack neutrals automatically.

* Made it so that neutrals don't provoke opportunity attacks.

* Built upon dynamic quest system. Added new long message function so that there are popup dialogue boxes to convey the quest instructions. Added quests object into saving and loading games. Ensured that quest objects are removed from general pool of actors when loading and saving and tracked through the quest system instead. Ironed out bugs with finishing kill quests.

* Made it so that quests and their goals spawn on the same floor to prevent what would be an excessive amount of backtracking. Dummy quest currently has two NPCs asking for the death of the other.

* Enlarged map size to accomodate quests on the same map but with targets at opposite ends.

* Added proper_noun flag to deal with oddities arising from wild shape and the name display.

* Added check for player to have blindsight to deal with scenario where player wild shapes into a bat.

* Added checks to make sure that wild shaped creatures can't pick up or drop items as well as not being able to cast, fire or open and close doors.

* Changed autoexplore algorithm to deal with wild shapes being unable to open doors.

* Fixed bug where followers weren't switching loyalty to new wild shape object (and back again) after transformation.

* Implemented preserving intelligence, wisdom and charisma and XP gains across form changes.

* Fixed display issues with wild shape, now it hides the player's true name, race and role and just displays the monster shape with no gaps in spacing.

* Changed map generation to make the complete map 4x3 vaults which is probably a better size and helps with generating times.

* Added new UI option to confirm whether player is sure they want to do an action. Linked this to attacking neutrals.

* Added make_hostile function which recursively works through monster list to check to see what other allied monsters need to be made hostile when player attacks.

* Created basic MagicMonster and RangedMonster AI's to use for non-companion creatures because that hadn't been implemented yet.

* Created new vault type for quests designed so that a tough NPC and followers can spawn there.

* Tidied up quests by removing references to different levels so that all quests occur within a single level.

* Changed sidebar display colours so that allies are green, quests are purple, neutrals are white and hostile are red.

* Added mobs of allies for quest NPC's. Made it so that allies of NPC's can't be convinced to follow player.

* Reworked dungeon generation algorithm so the game distinguishes between normal, stair and quest vaults and implemented all three with basic options.

* Reduced number of quest NPC allies to 1-3 rather than 2-5. It was too cluttered.

* Added a bunch of new stair and quest vaults.

* Added two new dialogue options for each stage of each quest.

* Added more complexity to the way in which names are printed to take into account whether there are proper nouns as names or not and whether a 'the' should be used or not.

* Reworked all messages to take advantage of new naming system.

* Reworked spell messages so that they aren't shown when a caster is out of sight of the player.

* Simplified AI when it comes to healing and reviving because it seems a bit buggy.

* Reduced ally chat by about half because it was happening too much.

* Hopefully fixed a bug causing hangs to do with quest NPC's AI.

* Fixed bug where crash would occur when more than 26 items picked up.

* Hopefully fixed bug where sometimes quest NPC's wouldn't talk.

* Made sure that arrow keys worked as input across the board rather than just some of the time.

* Updated display to show max HP for enemies and neutrals but not current HP.
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27 czerwca

New version with six new playable races

I've decided to widen the scope of the game a bit and expand beyond the original four races plus subraces and things got a bit out of control!

Now there's six new races to play: half-elf, half-orc, tiefling, aasimar, kobold and bugbear. This opens up some interesting new character builds:

* Kobold rogue - high natural dexterity makes a natural fit for a rogue, but the pack tactics trait synergises really effectively with sneak attack. When you and an ally are both next to a target, you get advantage on your attack from the pack tactics trait and the bonus damage from sneak attacks which becomes very powerful.

* Bugbear fighter/rogue - the key feature of the bugbear class is natural reach on all weapons and bonus reach using weapons already with that trait. What it means is that you can be a great weapon fighter and use a polearm to hit monsters 3 squares away. Or you can be a rogue with a finesse weapon and sneak attack from 2 squares away. Both builds become excellent support fighters because you can always attack over the heads of your allies who can take the brunt of the damage for you.

* Half-orc fighter - this build makes for a really powerful and direct fighter. The savage attack trait means that when you roll a critical hit, you roll an extra die of damage so you hit extra hard, particularly when combined with the fighter's improved chances at critical hits at higher levels. The relentless endurance trait gives you an extra buffer before being knocked out. Knowing that you can drop to 0 HP once and automatically be given 1 HP to keep fighting means that you're extra resilient in the front of a party.

* Aasimar are still under development, but they are already useful support characters no matter what class you choose. The healing hands trait gives you a once per rest ability to heal damage up to your character level. It might not seem like much, but it can revive an unconscious ally during combat which can make all the difference.

* Tieflings are also still under development, but a race with darkvision, fire resistance (still a work in progress but will be really helpful to survive enemy spells) and high charisma is a versatile choice for any class.
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O tej grze

The Red Prison is a roguelike based on the OGL-content of the SRD for 5th edition Dungeons & Dragons. The Basic Rules is (largely) a stripped back version of those rules and this game takes a similar approach. The game mostly follows those rules faithfully and they are included with the download. Development is still in its early stages and at this stage any available builds are playable but unstable.

The game features four classes (fighter, rogue, wizard and cleric) and four base races with subraces (human, mountain dwarf, hill dwarf, wood elf, high elf, lightfoot halfling and stoutheart halfling). You can fully customise all aspects of your character and recruit magic users, fighters, thugs and priests as henchmen to support you as you explore the depths of the Red Prison. There is an infinite procedurally generated dungeon filled with hordes of monsters to encounter in this traditional roguelike.

Wymagania systemowe

    Minimalne:
    • System operacyjny: Windows XP
    • Procesor: 1Ghz
    • Pamięć: 128 MB RAM
    • Karta graficzna: 1024 × 768 resolution (or higher) video adapter
    • Miejsce na dysku: 20 MB dostępnej przestrzeni
    • Karta dźwiękowa: N/A
    Zalecane:
    • System operacyjny: Windows XP
    • Procesor: 1Ghz
    • Pamięć: 128 MB RAM
    • Karta graficzna: 1024 × 768 resolution (or higher) video adapter
    • Miejsce na dysku: 20 MB dostępnej przestrzeni
    • Karta dźwiękowa: N/A

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