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Re: Rogue Touch --- AVAILABLE NOW!
Posted: Wed Feb 25, 2009 4:24 pm
by CommanderData
Detzlink wrote:Wohoo

Your enthusiasm is appreciated! Version 1.1 will be cause for celebration very soon!

Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Wed Feb 25, 2009 11:44 pm
by CommanderData
It's only fair that I share some more goodies with you here! These are a few pictures to show off some of the different things we've been up to. A lot of the changes we made are not as noticeable unless you're physically playing, but check these out!
This guy is carrying a superweapon that allows him to see further in the darkness than your average +1, +1 Mace
Some hot goodies in his inventory! What the heck is that sword, it's got a stack of adjectives on it?!?!
The advantages of being the developer of Rogue Touch... I can give myself a nice toothpick to try out. Purely for playtesting purposes of course. I'm not afraid of Griffins. Really!

Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Thu Feb 26, 2009 8:22 am
by DaveH
Wow, this looks like an awesome update! I can't wait!
Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Thu Feb 26, 2009 12:19 pm
by lr100
One thing I've noticed in other apps that are games is that they hide the top Apple status bar completely in order to give more screen real estate to the game. If you did that for Rogue touch, you would then have an extra 20 pixes or whatever to move the mini map down so it obscures less of the main screen.
Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Fri Feb 27, 2009 8:23 am
by CommanderData
DaveH wrote:Wow, this looks like an awesome update! I can't wait!
Thanks!! We're hoping that it will be approved today or tomorrow, but there's no telling for sure what they are doing. Maybe they want to get the Amulet before the approve it
lr100 wrote:One thing I've noticed in other apps that are games is that they hide the top Apple status bar completely in order to give more screen real estate to the game. If you did that for Rogue touch, you would then have an extra 20 pixes or whatever to move the mini map down so it obscures less of the main screen.
lr100, you're right it could give some more space. We actually left the status bar in there as a design choice, mainly because we use our phones as clocks/watches, and we want to monitor battery life while playing! It would stink to be sitting around playing and not realize how low your battery was if you needed to make some calls

I've seen specific requests to developers in other forums to put the bar back in...
What we might be able to do is make that "yet another option" so that those who'd prefer not to see it don't have to.

Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Fri Feb 27, 2009 7:56 pm
by Link6746
Though I'm not complaining about the lack of food decomposition, many roguelikes have decomposing food. Furthermore, nethack allows you to feast on the corpses of your enemies, which also decompose (and eating rotten food is bad for you). Many types of enemies make you sick when you eat them, and others cause negative effects (curses, hallucinations) for doing so. Eating an enemy is something that is not taken lightly, similar to equipping an unidentified item.
Any chance this might be included in a future update?
**Edit-- Edible decomposing corpses is also present in dwarf fortress, though only allowing you to lick the corpse or telling you the following:
No, that's disgusting
nethack is open source, dwarf fortress provides the source code right on the webpage.
Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Fri Feb 27, 2009 9:05 pm
by CommanderData
Link6746 wrote:Though I'm not complaining about the lack of food decomposition, many roguelikes have decomposing food. Furthermore, nethack allows you to feast on the corpses of your enemies, which also decompose (and eating rotten food is bad for you). Many types of enemies make you sick when you eat them, and others cause negative effects (curses, hallucinations) for doing so. Eating an enemy is something that is not taken lightly, similar to equipping an unidentified item.
Any chance this might be included in a future update?
**Edit-- Edible decomposing corpses is also present in dwarf fortress, though only allowing you to lick the corpse or telling you the following:
No, that's disgusting
nethack is open source, dwarf fortress provides the source code right on the webpage.
Yep, a lot of roguelikes do some cool stuff with food and corpses. The great-granddaddy treated it very simply, which is what we've modeled after. I have had requests for something along these lines by others though. What we're probably going to do is maintain a "classic" mode for the purists, and then have an "advanced" mode for those who like a lot of crazy options, items, and details.
You can eat food that is bad for you in Rogue Touch, not deadly, just less nourishing (you also gain a small amount of experience from it). The advanced mode will likely allow "meat" from monsters, probably sometime after version 1.2 based on the planned work we have already
Nethack, Dwarf Fortress, and Angband are being considered for future projects too. But those are a long ways out right now

Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Fri Feb 27, 2009 9:36 pm
by Ranger
Sounds like your really trying to make the game somewhat customizable. Which is a great thing, all while giving options to keep it old school.
It is nice to see developers listening to the players and trying to enact some of their suggestions.
Kudos on a great start to Touch Rogue. I hope you keep up the momentum.
Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Sat Feb 28, 2009 4:48 pm
by Zakia
Ranger wrote:It is nice to see developers listening to the players and trying to enact some of their suggestions.
Kudos on a great start to Touch Rogue. I hope you keep up the momentum.
I used to do reviews for an old indie blog and the C. Support here has TOTALY amazed me.
I've seen so many ambitious developers handle things incredibly wrong. A list of misadventures:
*Dev begged for a 9.6 or up score...
*Dev gave me a half done copy of a game with no cutscenes (Story was one of my review categories).
*Devs tried to submit a review for their own game.
*Devs made some negative comments about a site anonymously, because of a bad score.
*Dev cussed me out for a negative review.
*Game copy did not work, however, he still wanted a review that week.
And these devs have taken my advice nicely, and give some great support and info. These people deserve a good following.
@Seal of approval.
Re: Rogue Touch --- Version 1.1 ---- UPDATE: SUBMITTED TO APPLE
Posted: Sat Feb 28, 2009 6:05 pm
by Jessica
Ranger wrote:Sounds like your really trying to make the game somewhat customizable. Which is a great thing, all while giving options to keep it old school.
It is nice to see developers listening to the players and trying to enact some of their suggestions.
Kudos on a great start to Touch Rogue. I hope you keep up the momentum.
Zakia wrote:I used to do reviews for an old indie blog and the C. Support here has TOTALY amazed me.
I've seen so many ambitious developers handle things incredibly wrong. A list of misadventures:
*Dev begged for a 9.6 or up score...
*Dev gave me a half done copy of a game with no cutscenes (Story was one of my review categories).
*Devs tried to submit a review for their own game.
*Devs made some negative comments about a site anonymously, because of a bad score.
*Dev cussed me out for a negative review.
*Game copy did not work, however, he still wanted a review that week.
And these devs have taken my advice nicely, and give some great support and info. These people deserve a good following.
@Seal of approval.
Hi guys, I just wanted to say thank you so much for your support! We're trying hard to make this something great, and do it in a way that keeps everybody happy (or close too it)!
I wish we had some feedback on how much longer before Version 1.1 goes live, but Apple works in mysterious ways! Once this is in your hands we'll be ready to start an official version 1.2 thread with our planned items and your wishlist things
