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In Hack Saga, you, a lowly nerd, get sucked into your console collection - along with your soulmate! Sadly, your soulmate gets captured, but you can abuse your knowledge of games to traverse 7 Video Game themed continents in an effort to mount a rescue! Team up with some all time favourite characters like Mario, Kirby, and hell maybe even Laharl against some classic villains like Pokey, Bowser, and Team Rocket!

Equip yourself with ancient artifacts to gain video game powers! Fire Flower! Photon Gun! Giant Space Laser!

Use all the classic weapons and some new ones! Masamune, Excalipoor, Master Sword, Spoon, Chainsword, Slime Whip!

Random dungeons, infinite replayability, minigames, gambling, amusing npc conversations, and the meanest enemy concepts this side of NetHack. Come one, come all, for this one-of-a-kind roguelike adventure into your console collection!

Latest Blog

Second Demo - I call upon thee!

Hey everyone - once it's approved, the second demo will be available for your viewing pleasure.

This was a lot of work, even though it won't seem like a huge change from the previous demo. Even with highly reduced item/world interaction, roguelikes are a lot of work. I certainly have a better understanding of how someone who's seemingly half-finished a roguelike can give up on it. I was surprised at just how many minor bugs presented themselves as I played around with the stats of monsters, even. I had forgotten to set the hp of monsters when loading them, I had forgotten to make the boss spawn in a reachable place, on and on.

Some of the features in this demo: Monsters now level up as you progress in the dungeon. Not only that, but As you progress more monsters are added to the roster, and they earn new skills as they level. The most annoying enemy will have to be the Insane Cultist, with the power to teleport you randomly. Also, watch out for Ghost of Starman, and Cap'n Strong - their turns come 50% faster.

As for you, you have a decision to make at the beginning of the game: higher defense, or a weapon. You won't be able to afford PSI Healing alpha for a while, but it should definately be your first artifact purchase.

Your game will save automatically upon closing the game. you can walk out of the town to leave it. it the / or ? button for a command list.



Some problems: I haven't updated the AI of the monsters in a very long time aside from patchwork. As such, there are some exploitable behaviors. for instsnce, monsters won't walk around each other. Also, once you beat on a monster enough, he'll get scared and run away... into a wall. and stay there. waiting for you to massacre it.

Also, admittidly, I've very bad at balancing stats. Right now, the player and the monsters have the very same level up algorithm... Which makes their HP sky rocket. Even the monsters with pathetic HP at the start will grow at a high rate.

Finally, I still have some work do to on intergrating stats. eventually, a higher speed stat will affect your turn speed. Also, the amount of money you have by the end of the game is absurd, while the amount you get at the beginning is painfully low. Sadly, the enemies don't drop items yet, but to compensate, you don't have to pick up money - you do that automatically.
  • Production
  • Hexatona
  • Custom
  • RPG
  • 06/23/2009 11:27 AM
  • 09/10/2010 03:48 PM
  • N/A
  • 18932
  • 19
  • 217

Posts

Pages: 1
Hexatona
JESEUS MIMLLION SPOLERS
2926
This was made in Java, so if you can't seem to run it, post a message and I'll try and look into it.
kentona
I Doth Pity Thine Fool
13164
Learn by dying - that's the Roguelike way!
kentona
I Doth Pity Thine Fool
13164
I just beat my very first roguelike! A winner is me.
Hexatona
JESEUS MIMLLION SPOLERS
2926
*pat pat pat* Sure ya did, kentona. Like a pro. Now, go play Hengband *snicker*
Finally! Someone who knows when to use the word alpha instead of beta!
kentona
I Doth Pity Thine Fool
13164
We ought to have an option for Roguelike in the genre list.
Hexatona
JESEUS MIMLLION SPOLERS
2926
I find that unlikely considering horror isn't even an genre here, and roguelikes pretty much are impossible with rpgmakerXP (not sure about VX or whatever the new one's called.)
tardis
is it too late for ironhide facepalm
308
The inclusion of a 16-pixel tall Happy Happy cultist has just completed my life. Thank you, Hexatona. I can die happily now.
Craze
RMN's supervillain, and enjoying it
7439
Suscribing. This game makes me happy (roguelikes ftw).
Hexatona
JESEUS MIMLLION SPOLERS
2926
Indeed, roguelikes are awesome. A lot harder to make than I had originally anticipated though.

The first roguelike I ever beat was Ragnarok. Ahh... memories.
Hexatona
JESEUS MIMLLION SPOLERS
2926
So far my stats are capped at 99... so if I make Laharl and them extra bosses, their equipment will have to be super awesome... or I'll have to raise the cap or something... Basically I'm not sure what role our demonic friends will play yet.
Fuck yeah Ragnarok was one of the few roguelikes I enjoyed.
Is this being worked on still?
Hexatona
JESEUS MIMLLION SPOLERS
2926
Yes, but slowly. Sorry about not posting about it.

I'm usually thinking about the game, but haven't had the opportunity to program lately. Trust me, though - I will finish it.
Good! I keep mulling over the screenshots hoping I can play it someday. Looks fun!
Hexatona
JESEUS MIMLLION SPOLERS
2926
I don't think this is a good idea, but I think it would have been hilarious if I made certain spots on the map be monster "spawn points" (invisible of course), and when they came into view, a monster would spawn, but if it went out of view, it would be gone like in the old NES days. and earthbound.

EDIT: come to think of it, that might be an interesting mechanic for a shadows-monsters based roguelike? hmm, file away for future consumption.

EDIT EDIT: and no stealing my idea, KAEL. oh i kid i kid
comment=30521
I don't think this is a good idea, but I think it would have been hilarious if I made certain spots on the map be monster "spawn points" (invisible of course), and when they came into view, a monster would spawn, but if it went out of view, it would be gone like in the old NES days. and earthbound.

EDIT: come to think of it, that might be an interesting mechanic for a shadows-monsters based roguelike? hmm, file away for future consumption.

EDIT EDIT: and no stealing my idea, KAEL. oh i kid i kid



Interesting idea, I would probably make shadow monsters wander or follow the player, they would only be visible within certain distance, possibly based on the players perception score and the level of illumination in the room. The smart ones could attempt to follow at this distance and attack only when the player was weakened or attacked by something. Which would cause the player to hate the programmer, but hey, it is a roguelike.
comment=8517
I find that unlikely considering horror isn't even an genre here, and roguelikes pretty much are impossible with rpgmakerXP (not sure about VX or whatever the new one's called.)



You can make one in vx with the ORBS script
Hexatona
JESEUS MIMLLION SPOLERS
2926
Alright, progress today...

I made it so you can leave the town by walking outside the town bordrs, rather than using a staircace slapped into the middle of the town someplace.

also, I started giving items, monsters, dungeins, and towns a "theme" which I'll be using later.

Mostly, I got a bit sidetracked by adding a little flavour chunk to the game. Some game images (or something else I'll make) will fall in the background behind the game, slowly rotating like snow. I always wanted to do something like this, but I only just now remembered my openGL stuff and remembered that in order to rotate something, you have to rotate EVERYTHING, but the tile there, and rotate everything back.

It'll be pretty simple right now, but later on I'll spice it up a bit with different spins, rates of fall, and depth illusion.
Pages: 1