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Best Roguelike framework on the asset store
5 years ago
jaytwist28基于版本1.55
Bought this and after a few hours of playing around with it already have a decent template made.
There is a lot of work here that handles almost all the basic functionality of a roguelike, and some advanced stuff as well. A lot of effort went into this asset and I think it is the best for making a Roguelike game on the whole asset store.
The code is also written in an easy to understand way, there are plenty of comments and tool tips to help beginners like myself understand. And already I’ve been able to extend the code in certain ways. It had been set up to be easily extendable with events for almost every action in the game.
As of writing this I’m using unity 2020 LTS and it still works perfectly so don’t be afraid of the last update being awhile ago.
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2
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This asset is a great starting point if you are looking to start a roguelike project. The grunt work is pretty much all here so you can focus of the elements that make your game unique and personal.
After taking a break from Unity Development I dove right into an idea I had, using the ROG Framework. After spending a decent amount of time going through how things were created, I began to build upon it.
The only real criticism is that it would be nice to have a walk-through or written document on how to make core customization's, such as adding a GUI to the pre-coded Inventory script.
Other than that it is a great asset, and while setting up the Creator was quick to reply to my question's.
*Also good to note I am using the latest version of Unity.
Recommended.
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2
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The Framework is very well written, with clear and intelligent code design. It is very intuitive to comprehend how different part works together within a few hours of hack&slash in the code to experiment things on the very useful "base" maps & stuff that ROG offers.
It is possibile to change tile\actors\sprite size & animation as the code is not 8-bit size dependant, and you cant twerk the camera properties for a perfect pixel resolution just by changing something like two parameters.
This engine is really a good base to start work on your project, also if you are a beginner. With some work you can extend the potential of the core-engine to create something more personal and unique.
Very very reccomended, support these kind of projects where the developer has spent effort to make everything clear (and to update the framework during time) is a pleasure more than an expense.
Tips for improvement
It would be nice, for the future, to have some examples (step by step) for some common modification to the core engine. Is not a necessary thing, but it would be a nice to have and a good "call" for beginners.
Include some "base game" functions like integrated savegames, dialogue boxes etc and some tutorials for them.
The map editor "in game" is cool. Some improvements on it would be nice (like shape-styled item placement as circles or squares).
But all of those are minor things.
Thumbs up for ROG.
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3
1
This framework has all the hooks and functions you will need to create a little nethack like game. There is lots of room to grow since it includes basic ProcGen and inventory and all sorts of other goodies you might expect to code yourself. There are several monster examples to use, you have access to the ProcGen code so you can tweak it.
Once you get the hang of the editor, it is easy to generate maps quickly.
Some limitations to note (these aren't a negative, but something you should anticipate to work around or customize). The Map Editor has limited room and complexity. It will handle 99% of use cases. But if you have tons of unique tiles that have different functions, it gets difficult since the UI isn't really made to handle vast number of custom tiles. It also has a set number of layers that you work around. Keep in mind, there are enough for some pretty complex maps and imagination.
If you need a rogue, this is the asset.
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1
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Really easy to install, and relatively easy to use.
Was able to adapt this framework to implement a prototype idea for a quick rogue-style game I had in a matter of hours. Came with plenty of examples and well-documented code, along with a simple map editor and procedural generators to get me started with understanding how the pieces flowed together.
Do note that you'll need programming skills to make use of this for the most part. It's just a framework, you'll need to put together the rest of your game logic, UI, and effects, along with programming any additional spells/abilities/actions/etc.
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o
A great starting point for a rogue like game!
9 years ago
oisin-mac-sweeney基于上一个版本 1.4
Updated Review
My original concerns have been addressed and more. Big props to the developer for continually improving this package.
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2
4
来自发布商的回复:
回复时间 9 years ago
Hello!
I realize this may be an issue, please visit (https://www.dropbox.com/s/uw0sdn9ltsdwll9/MiniQuest%20UI.zip?dl=0) and there you will find the UI assets I used for that project. Also ROG 1.3 is currently under verification which includes the aforementioned assets right out of the box.
Sorry for the misunderstanding!
Fred
g
Intuitive, Unity-friendly, Keep Map Sizes Reasonable
9 years ago
geldonyetich基于上一个版本 1.4.1
[Edit revision: Oct 3rd, 2016 for version 1.4.1 ]
The Fantastic:
The developer listened to my original worries and showed the initiative to go about solving almost all of my concerns in a timely manner. Plus, he was a remarkably good sport in the face of my criticism, the first 3 star rating in what was otherwise an almost universally reviewed 5 star store asset. Altogether, this is indicative of an excellent, supportive developer.
The Good:
The Rog Framework is well laid out and easy to pick up and use (even for rusty programmers like myself). There's enough game logic included to cover the basics of traditional roguelikes. An "energy = time to move" action system, a working field of view mechanic, pathfinding functions, included scripts for generating two kinds of maps (traditional Rogue dungeons and caves), and so on.
At the same time, it does not overextend itself. The included prefabs library only has a single demo version of a consumable, two equipables, chest, a couple enemies, a few tiles, and so on. Although this means you will have to code a bit to make up for the relative dearth of available game assets, this is a good thing because it means minimal need to recode what the Rog framework already does in order to create your own unique roguelike.
The Rog Framework goes out of its way to stay Unity native. Creation of tiles, actors, items, and so on is as easy as dropping the prefabs in the appropriate folders. You can then run the game in map creation mode and those things will show up in the editor. This makes it simple to create premade maps or "map patches" to be used by map generation scripts. Everything is simulated as an individual GameObject for full Unity editor transparency.
Recent additions include a robust messaging box, a demo game UI, and number of calls in the included DemoScene so you can better understand how to code your own UI using the Rog framework.
The Limitations:
The Unity-friendly transparency which is a strength of the Rog Framework also has a weakness: when every tile, every item, and every actor has its own GameObject, that is a *lot* of GameObjects being handled by Unity. If you pan the camera out on a fairly large map, it is understandably quite choppy to have all those tile SpriteRenderers going off. This is counterbalanced by the advantage of the Unity editor transparency which some developers may prefer over an approach that uses less GameObjects.
The only solid criticism I have of the current version is that, when creating a new map, the editor mode game camera starts zoomed fully out to view the entire map. There should really be a camera aperature limit, because right now it is easy to tank your frame rate and lock up the editor entirely if you are silly enough to (for example) try to create a 1,000,000 tile map. However, don't make a silly-sized map and you will be fine.
My initial concerns about map storage size have been pretty much addressed. Maps quickly save as readable text files, a great improvement over when they were directly being saved as Unity prefabs. (If that is not small enough for you, bear in mind that text files respond very well to compression, although this is not something the Rog framework currently does.) Map size is an expontential thing. For an upper limit, I would say that a 250x250 map is choppy to edit and saves fairly large, but it is managable, and you may feel comfortable going a bit higher than that.
Although this version of the Rog Framework has improved in terms of the map sizes it can handle, it is still wiser and more efficient to go for a series of smaller, more managable maps connected together with teleporters. A 100x100 size map is more than adequate for a traditional roguelike level. Maps that are not currently in use are marked inactive and placed in another scene.
The main limitation of the Rog Framework is that the popular definition of "roguelike" has expanded to include games with huge maps like Cataclysm: Dark Days Ahead or Dwarf Fortress. Realize that this is not the intent I see in the current design of this version of this framework, it is much more suited to the kind of instancing you can see in most Roguelikes, like Nethack or Angband.
Despite having outlined the above limitations, for what the Rog Framework is intended to do, it does it mostly efficiently and accessibly. So, while I could nitpick further, it is a five-star asset in my book.
Overall:
The Rog Framework is a great implementation of a Unity 2D roguelike framework for any developer with some programming skills who wants to keep things in the traditional roguelike vein. Unless I was looking to code my own framework, it would be my choice for a 7-day roguelike project in Unity.
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18
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来自发布商的回复:
回复时间 9 years ago
Your feedback is spot-on!
I agree with every negative point you made. Which is why i'm now working on version 1.4, which will allow users to save maps either as prefabs (as it is currently) or as readable text, which can be easily worked on to save the player's progress later on. I've already implemented this on my private build and saving 200x200 maps takes less than a second, as well as only roughly 700KB. This method will also make it easy for users to later on implement their on save/loading solutions, either with XML or binary.
When it comes to UI, I've always been opposed to include it in ROG since its purpose is to provide users with the essential implementations/functionalities that are often used throughout most roguelikes, however, I can see how some screenshots may be misleading. To counter this, ROG 1.3 (out now) will include the art assets used on the screenshot that you mentioned, ROG 1.4 (coming soon) will implement a 'message box' akin to what you see in almost all roguelikes, and I will also remove the aforementioned screenshot.
I hope you like my proposed solutions and thanks again for the that awesome review!
Cheers!
Fred
I
Great for bootstrapping a roguelike
10 years ago
IrishWilly基于上一个版本 1.21
A solid set of tools for quickly getting setup with a framework for your roguelike that you can expand on. Most of the scripts are pretty simple and will need to be modified and extended but will save you a good deal of time at the beginning of your project so it is worth the price.
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