rogue-frontier / rogue-frontier Goto Github PK
View Code? Open in Web Editor NEWAmbitious space adventure in classic ASCII style.
Home Page: https://rogue-frontier.github.io
License: Other
Ambitious space adventure in classic ASCII style.
Home Page: https://rogue-frontier.github.io
License: Other
Turn-based movement
Above the tile, background takes color of foreground and fades to white with altitude. We keep track of the lowest occupied point and update if the tile is occupied
Persistent Characters are those who live across multiple save games and are aware of the player's presence. For some of these characters, the player has the option of killing them permanently at some climactic point in a story arc.
Right now, missions are quite simple. Every militia has practically the same purpose. You get paid to destroy something. Usually, the only consequence is that the enemy gets destroyed, or (if you're reckless enough) you get destroyed.
A lot of the time, stations only get destroyed because the player did it.
A living universe would be a lot more complicated than that. Suppose missions had more overarching tactical consequences. An enemy faction might become more defensive as a result of your attacks. A mission too far could push a powerful enemy into direct aggression towards the Commonwealth. Friendly stations don't just get destroyed because an enemy spawned close enough, but maybe because the player took a mission (i.e. Heretic)
The Commonwealth Maybe the station manager you're currently working for is corrupt, and wants you to commit piracy for a huge sum, and promises to frame you for war crimes if you kill a certain enemy outpost.
Numbers Stations
Wow Signal
Item sprites
Starlight cannon (with particles)
Website
EMP
Using the Backdrop
When the player takes near-critical damage (i.e. more than half of remaining health), the game slows down for 3 seconds and the screen becomes tinted red. This only happens three times, after which the effect no longer happens.
The player presses V
to bring up the Voice menu. To invoke a power, the player must hold down the key for that power for a few seconds; a progress bar charges up as that happens. When the progress bar is full, the power invokes successfully.
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