Legends Of Yore Ios

Legends of Yore is a casual roguelike, that is in tries to bring the wonderful experience of the roguelike to more casual players by avoid the more harsh aspects of the genre. The game is diablo-esque in style, requiring the player to explore an overland area to find procedurally generated dungeons and kill boss creatures deep within.

A community of active roguelike developers. Discuss WIP roguelikes and a broad range of RL dev topics.Community Threads:.: An annual learn-to-make-a-roguelike series!

The 2019 version has ended, but you can still reference the posts.: Share your progress (screenshots, changelogs, bugs:D). Get motivated!.: Discuss specific approaches to various aspects of development.: Play a designated WIP roguelike and give feedback.Tutorials:. recommended. videos. videos.

Rand about having a watermelon in his hands, and trying to hide the watermelon under his coat. Garbage day scene.

videosResources:. Looking for a license?,Tools:.: ASCII editing tool for art, mockups, mapping, design.: An easy way to record gifs of your roguelike in action. /: Make sound effects.Other Communities:.Now go make that roguelike!. Hey All,Been working on my roguelike for the last month or so. Age of Yore is a prequel to my previous game 'Legends of Yore'. Babysitting games fun. It's based in the world 'Yore' which is a simple high fantasy world. Overland based with procedurally generated dungeons embedded it's intended for a light fun experience.Developed in Typescript and deployed across web and mobile as a PWA (Progress Web App).

It's coming on nicely but theres a long long way to go. More information at:Game Site -Blog -Forum -Here's some images:If you have the time I'd appreciate you guys having a go and letting me know here, on twitter or the forums what you think with suggests.Please bare in mind it's early door, so there's a limited set of quests and worlds.CheersKev​.

I love the chunky style! The 3/4-ish view and tiled floor of the dungeons in particular are really nice. The UI is outstanding. Pretty much everything worked the way I assumed it would, which is the mark of a successful design.A few small notes:- If you can use items to change stats on the inventory screen, you have to show those stats on the inventory screen. How do I know when I've used enough, or too many, potions?- Redrawing the characters directly on their new tiles doesn't fit the art style well. Consider tweening them into position.- A modest button-press / item-use animation would go a long way towards making the UI feel more responsive.- When the player moves levels, clear the messages.- Static hint text is kludgy and worse, misleading.

Once I know how to use the inventory, I don't need to see the text. However, if I have an item selected already and I click twice like the text says, I'll use it twice instead of once! Consider dropping all static hint text and replacing with contextual tooltips. If you hover on an unselected item, show 'select'. If the item is already selected, show 'use'. If you hover on an enemy, show 'attack'. If you hover on a dropped bag, show 'pick up'.- Characters move faster on different maps.

Is this intentional? The main village feels very slow after visiting the forest crossroads. If you have an unfixable performance issue on some maps, peg the movement speed at the speed of the slowest map. It feels worse if you think the game is chugging, than if you think it's just slow.- When playing with the wizard, attacking would sometimes move the pc to a direct LoS. In these games, 100% of the tactics available to the player involve choosing what tile to position on. Avoid moving the pc unexpectedly.Looks great, can't wait to see more!. Sure, theres a bit of post here about the techs I'm using:And one more a bit about my automated pipeline:I'm using Typescript with no library, well just a simple home grown one.

It lets me stick things on a canvas, play sounds and take inputs. Everything else is hand coded - not much to the rendering side to be honest, it's mostly a game model, data files and algorithms.The whole thing is deployed as a PWA (Progressive Web App) meaning you can play it on the web or install it as a mobile application wrapper. That took a bit of doing because on iOS every time you re-open the game it reloads the page so you have to do a bunch of work around making sure all your state is stored in local storage every move.Right now it's closed source, for fear of it being a web app that people can hack at too easily. Also at some point I'd to be charging a one time fee for full game access (just like Legends).

Legends of Yore Review

Legends of Yore is a role playing game, in the roguelike sub-genre, in which you can go deep into different dungeons, and kill all the enemies that you see while you get all the treasure that you can find. Just the usual stuff.

The developers of Legends of Yore themselves have defined it as a casual roguelike, which would normally be absurd and contradictory, but seems to be pretty accurate in this case. This is because, apart from the usual difficulties in the genre, you can also find some elements that make it easier.

Basically, Legends of Yore can be controlled almost exclusively with the mouse, and when you die, instead of losing the character as usual, you can simply choose to lose some experience or objects in your inventory and keep going.

Legends of Yore is a really entertaining roguelike. Although it has pixelated graphics with no animations (characters move without gesturing), it's still appealing thanks to an addictive and slightly more permissive gameplay than the norm.

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