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A SDL roguelike in a non-euclidean world.
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2018-11-11 11:27:36 +01:00
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achievement.cpp instead of nonbitrunc, gp::on and irr::on, there is one variable, variation 2018-08-28 17:17:34 +02:00
archimedean.cpp refactored do_draw(cell*, const transmatrix&) 2018-11-11 11:27:36 +01:00
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barriers.cpp fixes some glitches with nowall barriers in GP(2,1) 2018-09-23 17:10:26 +02:00
basegraph.cpp refactored the degree constant 2018-11-11 11:25:59 +01:00
bigstuff.cpp fixed curr_dist and horocycles in Canvas for Euclidedan 2018-09-28 12:27:44 +02:00
binary-tiling.cpp refactored do_draw(cell*, const transmatrix&) 2018-11-11 11:27:36 +01:00
blizzard.cpp better system of syncing game animations 2018-09-10 17:49:51 +02:00
cell.cpp celldist now works in the binary tiling as for other geometries (distance from origin, not horocycle index); also types are computed nicely for the origin-based celldist 2018-09-28 16:27:03 +02:00
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commandline.cpp argf now parses the given argument 2018-09-10 19:28:12 +02:00
compileunits.h expansion is now computed exactly and for most geometries 2018-09-12 04:23:15 +02:00
complex.cpp replaced chosenDown with a better set of functions 2018-09-27 21:53:07 +02:00
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flags.cpp improved mirrors in various geometries 2018-08-21 15:37:59 +02:00
floorshapes.cpp renamed hook to floor_hook in floorshapes.cpp 2018-09-10 17:23:24 +02:00
game.cpp fixed the crash in Wild West 2018-10-28 03:09:07 +01:00
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geometry2.cpp virtualRebase on hyperpoint now works at large distances 2018-09-30 16:23:20 +02:00
geometry.cpp hyperbolic_celldistance algorithm implemented for all hyperbolic tilings (minor bugs known in irregular, still ugly in bitrunc a45) 2018-09-23 16:34:53 +02:00
goldberg.cpp dual tilings 2018-08-30 02:11:43 +02:00
graph.cpp refactored do_draw(cell*, const transmatrix&) 2018-11-11 11:27:36 +01:00
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hyper.cpp added start_game() after arg::read(3) to fix crashes when map changes in phase 3 2018-08-28 19:14:17 +02:00
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INSTALL Remove unnecessary autotools files, and add them to .gitignore 2015-08-13 11:31:02 +02:00
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landgen.cpp polara50 and polarb50 now consistently return bool, not int. 2018-09-05 22:28:35 -07:00
landlock.cpp fixed some lands in Archimedean dual 2018-08-30 16:10:49 +02:00
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netgen.cpp svg:: improved linewidth 2018-10-28 03:09:07 +01:00
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orbgen.cpp improved mirrors in various geometries 2018-08-21 15:37:59 +02:00
orbs.cpp functions with rotation parameters in S84-degree system have been removed or replaced in radian versions 2018-08-19 15:52:39 +02:00
pattern2.cpp linepatterns:: width configurable 2018-11-11 11:27:35 +01:00
patterngen.cpp type color_t should now be consistently used for colors; reimplemented drawqueue in OO fashion 2018-09-04 19:53:42 +02:00
patterns.cpp moved all the HyperRogue stuff except RogueViz to namespace 'hr' -- useful when using hr as a library 2018-06-11 01:58:31 +02:00
polygons.cpp bandfixer (for normal geometries) 2018-11-11 11:27:35 +01:00
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rogueviz-graph.cpp refactored the degree constant 2018-11-11 11:25:59 +01:00
rogueviz-kohonen.cpp arg:: shift_arg_formula used instead of argf 2018-11-11 11:27:36 +01:00
rogueviz-pentagonal.cpp refactored the degree constant 2018-11-11 11:25:59 +01:00
rogueviz-staircase.cpp rogueviz::staircase:: disabled high precision in web 2018-09-06 00:48:33 +02:00
rogueviz-video.cpp major rewrite: unified the common parts of heptagon and cell via struct connection<T> and struct walker<T> 2018-08-18 00:46:45 +02:00
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rogueviz.h rogueviz:: export kind 2018-09-28 01:49:37 +02:00
rug.cpp arg:: shift_arg_formula used instead of argf 2018-11-11 11:27:36 +01:00
savemem.cpp instead of nonbitrunc, gp::on and irr::on, there is one variable, variation 2018-08-28 17:17:34 +02:00
savepng.cpp Minor fixes for Mac and MinGW. 2018-06-16 23:20:50 -07:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp type color_t should now be consistently used for colors; reimplemented drawqueue in OO fashion 2018-09-04 19:53:42 +02:00
screenshot.cpp all extra_options in number dialogs now use capital letters to avoid conflicts 2018-11-11 11:27:36 +01:00
setversion-sh Updated to 9.4g (mostly tutorial fixes) 2017-04-14 20:12:23 +02:00
shaders.cpp faster graphics with MINIMIZE_GL_CALLS 2018-09-04 23:27:27 +02:00
shmup.cpp reflect view in mirror walls during animation and just scrolling; better translate animation in memory saving mode 2018-09-24 00:00:04 +02:00
sound.cpp animation menu 2018-09-10 18:12:07 +02:00
surface.cpp major rewrite: unified the common parts of heptagon and cell via struct connection<T> and struct walker<T> 2018-08-18 00:46:45 +02:00
sysconfig.h animation menu 2018-09-10 18:12:07 +02:00
system.cpp smart display range 2018-11-01 19:07:50 +01:00
textures.cpp arg:: shift_arg_formula used instead of argf 2018-11-11 11:27:36 +01:00
tour.cpp tour:: removed the conformal square, as it is not very relevant 2018-11-01 19:08:01 +01:00
util.cpp floor and frac functions 2018-11-11 11:27:36 +01:00
yendor.cpp celldist now works in the binary tiling as for other geometries (distance from origin, not horocycle index); also types are computed nicely for the origin-based celldist 2018-09-28 16:27:03 +02:00
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HyperRogue

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Current version: 10.4m

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information.

Released under GNU General Public License, version 2. As such, it comes with without any warranty.

If you would like to thank me for HyperRogue, you can support the development by buying paid versions (with more up-to-date content and some social features), or in other ways. You can contact me at zeno@attnam.com, or at my blog, or via Twitter.

The game

You are a lone outsider in a strange, non-Euclidean world. You can move with the numpad, vi keys (hjklyubn), or mouse. You can also skip turns by pressing ".".

As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures attracts dangerous monsters (on the other hand, killing the monsters allows more treasures to be generated).

You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which lead to instant death (similar to the check rule from Chess).

Ultimately, you will probably run into a situation where monsters surround you. That means that your adventure is over, and you will have to teleport back to the Euclidean world to survive by pressing Escape (quit).

Collecting enough treasure also allows you to find rare magical orbs, which grant you one-time or time-limited special abilities.

The world is a combination of thirteen types of lands. Each land type has specific style (monsters, treasure, magical orbs, terrain features). Collecting treasures only attracts more monsters in lands of the same type, so you can try to collect lots of treasure in several different lands!

Some of these lands are available from the beginning, others can be found only if you have proven yourself (press ESC to know what you should do to access more lands). Ultimately, you will be able to access Hell, and look for the fabulous Orbs of Yendor which are hidden there. Get at least one of them to prove that you are a true winner! Only the best players will be able to face the challenges of Hell, but both the monsters and the challenges associated with the Orbs of Yendor are different than in the rest of the game, so it should be worth it.

You can see tooltips by placing the mouse over stuff. You can also right click to get more information about game objects.

Press v to configure the game. You can also rotate the world by pressing arrow keys, PageUp and PageDn (not numpad). You can center on the PC by pressing Home.

Your scores and other stats about your games are recorded to file hyperrogue.log (in Linux, ~/.hyperrogue.log). You can save your configation to file hyperrogue.ini (in Linux, ~/.hyperrogue.ini).

The surface the game is played on is called a hyperbolic plane. It seems there is just a very small amount of games and other works of art which use hyperbolic geometry (the most well known are some works of M.C.Escher).

The game dynamically generates new parts of the world as you move. Due to nature of the hyperbolic plane, the chances that you get back to a place where you have been before are very low (unless you go back exactly the same way). See more information about the geometry used on the blog.

You can aim for the Orb of Yendor, or you can simply aim for as high score as possible. My best so far is $175 but it should be beatable (I mean, I have won fairly only once, and that was my end score in the winning game).

Technical information

You should be able to compile on Ubuntu (or similar) with something like this (you need SDL, SDL_ttf, and SDL_gfx):

sudo apt-get install gcc libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev
git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
autoreconf -vi
./configure
make

There is also a standalone Makefile for Linux, OSX, and MinGW.

git clone https://github.com/zenorogue/hyperrogue.git
cd hyperrogue
make -f Makefile.simple