![]() ![]() In 2010, Dinofarm began work on their second title, "Auro", and Fusion continued making content updates to 100 Rogues, which mostly brought an end to the working partnership between the entities. After the game released in May 2009, Dinofarm and Fusion continued collaborating through the first major content update to the game towards the end of that year. Dinofarm provided the game design, music and art, and were instrumental in play testing and marketing the game. Fusion, traditionally a photography / web development / consultancy shop, hired me specifically for the project. 100 Rogues was the result of a partnership between Fusion Reactions and Dinofarm Games. In the off-chance Ouya did end up being a bust, it was still a low-risk gamble as a stepping stone away from iOS.įully appreciating the priorities for Ouya, and how I was able to make the port at all, requires a bit more history of my efforts on iOS. Put it on Ouya first, then bring the code quality back to iOS, then take it wherever else was reasonable (mobile Android seemed like an obvious first choice). So that's what I would do: rewrite everything, and do it the right way. What's more, the game wasn't even written in the right language for an Ouya port. The fatal flaw in our first release was that the iOS code was pockmarked by 600% schedule overrun due to feature creep, with 0% of that set aside specifically for testing and debugging. After all, the game was a brilliantly designed, gorgeously animated roguelike that didn't need anything more than what it already had to be an amazing game. Nevertheless, after plunking down $750 on a devkit and a few controllers, I downloaded the C++ version of cocos2d, the engine I'd built Rogues on initially in Obj-C, and got to work. Use of the word 'sold' is deliberate, here I've accepted from the start that the console might be, intentionally or otherwise, just people selling some dumb kids like me a chance at a dream that would never be fruitful. I fell in love with the thought minutes after learning about Ouya all it took was a screenshot of 100 Rogues on my ps3 before I was sold on developing on the console. Life was good, and no small part of me wanted to just give up the dream and walk away.Īnd yet. I had just moved in with my boyfriend and was madly in love. ![]() Either that, or I could just kick back and enjoy the 'temporary' new job in webdev with regular hours that paid nicely. And even with three games under my belt I still couldn't seem to get a job at any of the studios I applied to. Good riddance, too! I was achieving my life goals, sure, but at great personal cost. When I heard about the Ouya Kickstarter, it had only been a few months since I was released from employment developing 100 Rogues, and my lifeline as a Professional game developer had been severed. Will the Ouya game I've been developing over the last year succeed? I suppose 'developing' isn't quite the right word, as technically I've been porting a game I've developed since 2009, but I had to rewrite the whole sassafrassin' thing between August 2012 and August 2013. I am the Rogue.So, can I say if Ouya live up to this promise I've imagined? In short, I'd say it's still to early to tell, although I'm sure many would call that naïve. Long before I forgot the warmth of the noonday sun or the refreshing coolness of the evening breeze, I forgot my name. How many lifetimes have passed since I began my sojourn through this maze of underground passageways, of damp, dimly lit chambers? How long have I been alone, the only human among a menacing crew of hideous subterranean beasts, stumbling over forlorn reminders that others have passed this way before me. Survive through 26 randomly generated levels, each more tricky and dangerous than the last, to find the Amulet, then escape.Discover strange magical spells and potions, which have different wonderous effects every time you play the game.Scour rooms for secret hidden doors and traps.Gather armor, weapons, food and other items to help you on your quest.Battle dozens of unique and powerful enemies.This particular version is Epyx Rogue, one of the earliest versions designed for commercial distribution, ported to MSDOS on the IBM PC, and is v1.49 of that port. The original Rogue had many different versions and variations, and was ported to a wide variety of computer platforms. Now you too can experience the thrill of dungeon crawling for the fabled Amulet of Yendor in this pioneering game. ![]() The potent combination of random generation with perma-death proved to be intoxicating, and the game was so influential it spawned an entire genre: "Rogue-likes". Randomly generated rooms meant that each journey into the infamous Dungeons of Doom was unique. In the early 1980s, a computer game emerged that changed the world of fantasy gaming forever.
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