6011_109782750046_109776630046_2674834_4807161_nDinofarm Games released word today about their upcoming "rogue-like" dungeon crawler called 100 Rogues coming for the iPhone and iPod Touch. The lead designer Keith Burgun wrote in an email, "While most roguelikes are very dry, usually with no art or animation and clumsy interfaces, ours is exactly the opposite. We have turn based gameplay, randomly generated maps, permadeath, and online leaderboards, but we also have full 2D animation, original music, and I dare say a lot of personality."

In a recent interview, Burgun describes how they are trying to bring a Roguelike game to the masses with much improved user interface and personality. They are trying to make everything work as obviously as possible so it's accessible to anyone. They estimate a 30-45 play time per session and with randomly generated content, you'll be able to play again and again. Longer term plans include the addition more more classes and content:

We are planning to add a lot of content to the game post-release (something on the order of two to three times what will be there on release), but I am personally against adding anything that requires arbitrary knowledge. I want all of the elements to be there, simple, visible, but add up to something complex.

An early gameplay video from the early prototype is posted to Facebook and is worth a watch.

rogue

  • http://www.astrosaurus.com astrosaurus

    Wow, this is coming along really nicely. Definitely going to keep an eye on this one.

  • http://www.astrosaurus.com astrosaurus

    Wow, this is coming along really nicely. Definitely going to keep an eye on this one.

  • Plaidman

    This makes me happy in the pants. Any idea of a release timeframe?

  • Plaidman

    This makes me happy in the pants. Any idea of a release timeframe?

  • Aaron

    Ditto to all. This looks -- and sounds -- pretty good!

  • Aaron

    Ditto to all. This looks -- and sounds -- pretty good!

  • XpresoAdct

    I am very much looking forward to giving them my money for this remake.

  • XpresoAdct

    I am very much looking forward to giving them my money for this remake.

  • http://www.ChronoSoft.com CommanderData

    Wow, very interesting indeed. Nice interview too... we'll be blessed with another roguelike in a few months, and an original one at that. It'll be an instant buy for me!

    Their idea of a popup context menu around the player is one I tested early on with Rogue Touch, but I dropped it in favor of the inventory-centric control scheme which makes the game much more accessible to new players. That way you only have to worry about commands that work in the context of the item you are currently looking at.

    Needless to say, I'm definitely curious to see how their implementation turns out. Maybe in their game design it'll work better than it did in my trials.

    Seeing this is also fuel on the fire to get working on my next roguelike game ;)

  • http://www.ChronoSoft.com CommanderData

    Wow, very interesting indeed. Nice interview too... we'll be blessed with another roguelike in a few months, and an original one at that. It'll be an instant buy for me!

    Their idea of a popup context menu around the player is one I tested early on with Rogue Touch, but I dropped it in favor of the inventory-centric control scheme which makes the game much more accessible to new players. That way you only have to worry about commands that work in the context of the item you are currently looking at.

    Needless to say, I'm definitely curious to see how their implementation turns out. Maybe in their game design it'll work better than it did in my trials.

    Seeing this is also fuel on the fire to get working on my next roguelike game ;)

  • Frogtorch

    Hells Bells! This could be grand!

  • Frogtorch

    Hells Bells! This could be grand!

  • Lord Gek

    Bring it on!

  • Lord Gek

    Bring it on!

  • http://www.newly-nerfed.net ZenMonkey

    "Rougelike"?

  • http://www.newly-nerfed.net ZenMonkey

    "Rougelike"?

  • T

    How THIS is a Rogue-like game that I would be happy to pay a decent amount for.

  • T

    How THIS is a Rogue-like game that I would be happy to pay a decent amount for.

  • gmk

    Wow this looks absolutely awesome, I'll be watching out for this one!

  • gmk

    Wow this looks absolutely awesome, I'll be watching out for this one!

  • TKO

    Yeah, Roguelike. You've never heard the term before? http://en.wikipedia.org/wiki/Roguelike

    Looks frickin' awesome. An instant buy for me. Been dying to find another good roguelike for the iPhone. It's one genre we're still lacking in. (IMHO the direct ports just haven't had the right feel.) ..I think Rogue Touch was the first one to get it right. So, CommanderData, when you going to have your next roguelike ready, eh? Need more. :D

    • http://www.newly-nerfed.net ZenMonkey

      Yes, I've heard the term "Rogue-like," but I think this article needs better proofing.

      • TKO

        Ah, pedantry. Never seen that in a games forum before. :)
        Try not to be thrown by the lack of a hyphen ..it's okay for it to mean the same thing. Oh, and get right onto correcting that wikipedia article too - they never got it right once. :p

    • http://www.newly-nerfed.net ZenMonkey

      TKO, dear (if you're allowed to be condescending I assume the same goes for me), my point is the word "Rogue" is misspelled at least twice in the article, as I misspelled it in my original comment.

      I always love the argument that "oh it's just a games forum, no need for things to be accurate."

      • TKO

        hehe.. I love they way terms like "dear" or "friend" come into play at this point in the conversation. :) The thing is, after reading "Roguelike" several times on a page, the brain is inclined to interpret "Rougelike" as being the same. Presumably that's what the author did, maybe what any proofer did (if there was one) and that's exactly what I did too, including when you wrote it.

        So in that context it appeared you were objecting to the lack of a hyphen, which was just too grammar-nazi to pass by. A few words to give it some context might have made your response less terse or ambiguous. (As would more careful reading on my part.) :D {hugs}

  • TKO

    Yeah, Roguelike. You've never heard the term before? http://en.wikipedia.org/wiki/Roguelike

    Looks frickin' awesome. An instant buy for me. Been dying to find another good roguelike for the iPhone. It's one genre we're still lacking in. (IMHO the direct ports just haven't had the right feel.) ..I think Rogue Touch was the first one to get it right. So, CommanderData, when you going to have your next roguelike ready, eh? Need more. :D

    • http://www.newly-nerfed.net ZenMonkey

      Yes, I've heard the term "Rogue-like," but I think this article needs better proofing.

      • TKO

        Ah, pedantry. Never seen that in a games forum before. :)
        Try not to be thrown by the lack of a hyphen ..it's okay for it to mean the same thing. Oh, and get right onto correcting that wikipedia article too - they never got it right once. :p

    • http://www.newly-nerfed.net ZenMonkey

      TKO, dear (if you're allowed to be condescending I assume the same goes for me), my point is the word "Rogue" is misspelled at least twice in the article, as I misspelled it in my original comment.

      I always love the argument that "oh it's just a games forum, no need for things to be accurate."

      • TKO

        hehe.. I love they way terms like "dear" or "friend" come into play at this point in the conversation. :) The thing is, after reading "Roguelike" several times on a page, the brain is inclined to interpret "Rougelike" as being the same. Presumably that's what the author did, maybe what any proofer did (if there was one) and that's exactly what I did too, including when you wrote it.

        So in that context it appeared you were objecting to the lack of a hyphen, which was just too grammar-nazi to pass by. A few words to give it some context might have made your response less terse or ambiguous. (As would more careful reading on my part.) :D {hugs}

  • dlau

    I think the combat scene is too small, only a small portion on the iPhone. Hope the graphics is not just a port from those cheap phones.

    • Lord Gek

      I'm pretty sure this game has never existed in any other form and one of the hallmarks of most Roguelikes is that there ISN'T a separate combat screen from the basic map you're maneuvering about the dungeon in like most RPGs do. Combat usually consists of taking turns with your opponents bumping your guy's icon into your opponent's icon with each bump simulating a good ol' D&D like roll of the dice to see if you hit and then, if lucky, rolling more simulated dice for damage.

  • dlau

    I think the combat scene is too small, only a small portion on the iPhone. Hope the graphics is not just a port from those cheap phones.

    • Lord Gek

      I'm pretty sure this game has never existed in any other form and one of the hallmarks of most Roguelikes is that there ISN'T a separate combat screen from the basic map you're maneuvering about the dungeon in like most RPGs do. Combat usually consists of taking turns with your opponents bumping your guy's icon into your opponent's icon with each bump simulating a good ol' D&D like roll of the dice to see if you hit and then, if lucky, rolling more simulated dice for damage.

  • Ravenblack

    I'm all for rogue-likes. :D

    Will keep a look out for this one!

  • Ravenblack

    I'm all for rogue-likes. :D

    Will keep a look out for this one!

  • lions

    This looks really good. Can't wait to grab it.

    One question/concern, how slow is combat? Seems from the video to be rather slow. Attack then wait for big damage number, then repeat... but then again I know it's still in dev...

    Anyway this game looks really promising!

    (and yes, i'm playing RogueTouch right now)

  • lions

    This looks really good. Can't wait to grab it.

    One question/concern, how slow is combat? Seems from the video to be rather slow. Attack then wait for big damage number, then repeat... but then again I know it's still in dev...

    Anyway this game looks really promising!

    (and yes, i'm playing RogueTouch right now)

  • Wabaam

    I just creamed my pants.

  • Wabaam

    I just creamed my pants.

  • Artfoundry

    I've played a number of Rogue-like games, and they all get old after a while (not to mention hard as hell - I've never finished one), and the benefits (random dungeons, classic dungeon crawl gameplay, lots of loot/monster variety) rarely outweigh the drawbacks (ascii/simple graphics, though this can be considered a benefit, very little documentation, very little gameplay variety). This game however looks like it could finally break that mold. Heh, of course the die-hard Rogue fanatics will probably scoff at this game. Definitely looking forward to hearing/seeing more about it.

    • TKO

      Hmmm.. I don't think any roguelike *has* to have any of the drawbacks you mention. Mix in a few pre-made components with the randomness and you can end up with a beautifully replayable game that's got variety. I'd cite ADOM (Ancient Domains of Mystery) as a good example, but that game is very very hard, so that would lose on another point. (A little bit of cheating can balance that out though.) ;) ADOM is also very well documented ..main problem the author and newsgroup found was that very few people would read it. So you just can't win really.

      Anyway, I have high hopes for this one. Even these new fangled fancy graphics, luxuries like sound-effects, and the total decadence that is music. This is an instabuy in my book.

  • Artfoundry

    I've played a number of Rogue-like games, and they all get old after a while (not to mention hard as hell - I've never finished one), and the benefits (random dungeons, classic dungeon crawl gameplay, lots of loot/monster variety) rarely outweigh the drawbacks (ascii/simple graphics, though this can be considered a benefit, very little documentation, very little gameplay variety). This game however looks like it could finally break that mold. Heh, of course the die-hard Rogue fanatics will probably scoff at this game. Definitely looking forward to hearing/seeing more about it.

    • TKO

      Hmmm.. I don't think any roguelike *has* to have any of the drawbacks you mention. Mix in a few pre-made components with the randomness and you can end up with a beautifully replayable game that's got variety. I'd cite ADOM (Ancient Domains of Mystery) as a good example, but that game is very very hard, so that would lose on another point. (A little bit of cheating can balance that out though.) ;) ADOM is also very well documented ..main problem the author and newsgroup found was that very few people would read it. So you just can't win really.

      Anyway, I have high hopes for this one. Even these new fangled fancy graphics, luxuries like sound-effects, and the total decadence that is music. This is an instabuy in my book.

  • JCat

    Buying this yesterday!

  • JCat

    Buying this yesterday!

  • http://www.thxbye.de Stefan Ernst

    "Personality" - does this mean it crash often or doesn't do what you want? ;)

    • Lord Gek

      That would be a pretty USELESS personality if true! But know these guys, as the made clear in an interview over at GemSetWatch, have a very funky set of humor. There is the childlike paladin, the goth/depressed faerie, and even a very mellow and practical barbarian who has the ability to temporarily turn into a dinosaur.

  • http://www.thxbye.de Stefan Ernst

    "Personality" - does this mean it crash often or doesn't do what you want? ;)

    • Lord Gek

      That would be a pretty USELESS personality if true! But know these guys, as the made clear in an interview over at GemSetWatch, have a very funky set of humor. There is the childlike paladin, the goth/depressed faerie, and even a very mellow and practical barbarian who has the ability to temporarily turn into a dinosaur.

  • Oxy

    Now all it needs is decent dungeon-randomization AND more classes. Two is a bit too few I think. How many classes had the classic Rogue-Games? 10?

  • Oxy

    Now all it needs is decent dungeon-randomization AND more classes. Two is a bit too few I think. How many classes had the classic Rogue-Games? 10?

  • TKO

    Yeah, two classes isn't very many. I'm guessing the number of classes is going to increase as the game is further developed/expanded. Once the overall game is ready for release, and has been well tested with a couple of classes, then I think it's the best time to slowly add more classes and get feedback from people who've bought it as to how well balanced they are.

    I'd rather it be approached that way, rather than us having to wait an eternity for the game to be released just because they're balancing a few new character types internally. ..that's the trouble with Roguelikes: There's so much content that can go into them. It's hard to know what's the ideal time to finally release.

  • TKO

    Yeah, two classes isn't very many. I'm guessing the number of classes is going to increase as the game is further developed/expanded. Once the overall game is ready for release, and has been well tested with a couple of classes, then I think it's the best time to slowly add more classes and get feedback from people who've bought it as to how well balanced they are.

    I'd rather it be approached that way, rather than us having to wait an eternity for the game to be released just because they're balancing a few new character types internally. ..that's the trouble with Roguelikes: There's so much content that can go into them. It's hard to know what's the ideal time to finally release.

  • Jorlen

    Very nice, can't wait to see it in action!

  • Jorlen

    Very nice, can't wait to see it in action!

  • Pal G.

    No one commented on how hilarious the video was. The commentary by the developer was perfect and had me laughing the entire time. Please ditch the music, or lower the volume, and have his voice playing while I'm playing the actual game.

    Cheers.

  • Pal G.

    No one commented on how hilarious the video was. The commentary by the developer was perfect and had me laughing the entire time. Please ditch the music, or lower the volume, and have his voice playing while I'm playing the actual game.

    Cheers.