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A SDL roguelike in a non-euclidean world.
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hyperroid more mobile fixes 2017-08-06 16:17:13 +02:00
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achievement.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
autogen.sh Pass args from autogen.sh to ./configure 2017-06-20 16:44:36 +02:00
barriers.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
basegraph.cpp HQ shot no longer increases the sight range (do this yourself) 2018-03-25 18:33:02 +02:00
bigstuff.cpp fixed the first mouse in the Palace 2018-03-24 13:25:16 +01:00
blizzard.cpp replaced green/red dots in the Blizzard with arrows 2018-03-25 16:21:56 +02:00
cell.cpp 10.3m 2018-03-25 14:02:20 +02:00
changelog.txt 10.3m 2018-03-25 14:02:20 +02:00
classes.cpp adjusted the Domination description 2018-02-27 23:53:48 +01:00
classes.h Implemented the shmup versions of Ruined City and Jelly Kingdom. 2018-02-12 12:48:31 +01:00
commandline.cpp '-bright' option 2018-03-25 18:33:21 +02:00
compileunits.h Added surfaces of constant negative curvature (surface.cpp) 2018-03-24 17:21:25 +01:00
complex.cpp no Dragons in the herds, Worms only a few steps 2018-03-24 16:24:08 +01:00
config.cpp immediate overgeneration 2018-03-27 14:08:56 +02:00
configure.ac Link in g++ for GLEW 2017-07-24 20:48:52 +02:00
conformal.cpp changed 'conformal' link to 'models' 2018-03-27 14:09:10 +02:00
control.cpp button position in Android LR 2018-03-02 13:07:35 +01:00
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direntx.c fixes for Emscripten, and for compiling without tutorial 2017-04-15 04:48:59 +02:00
direntx.h Updated HyperRogue sources to 7.4f. 2016-01-02 11:09:13 +01:00
embuild.sh added the commandline for Emscripten 2017-08-13 20:48:07 +02:00
fake-mobile.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
fieldpattern.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
fjordgen.cpp Updated to 8.3j 2016-08-26 11:58:03 +02:00
flags.cpp no more Lost Memory in PTM Chaos 2018-03-24 15:19:44 +01:00
game.cpp no Dragons in the herds, Worms only a few steps 2018-03-24 16:24:08 +01:00
geom-exp.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
geometry.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
glew.c fixes for Emscripten, and for compiling without tutorial 2017-04-15 04:48:59 +02:00
graph.cpp four new models, Mercator improved 2018-03-26 19:06:47 +02:00
help.cpp cleanup: help. Also rug help displayed when rug is on 2018-02-26 13:15:33 +01:00
heptagon.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
hyper.cpp cleanup: arguments 2018-02-26 13:14:20 +01:00
hyper.exe Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hyper.h four new models, Mercator improved 2018-03-26 19:06:47 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp 3D effects in the new models. Also made the 3D effects in old models 'correct' 2018-03-27 04:01:30 +02:00
hyperrogue-music.txt updated music list in repo; changed the Hunting music to Graveyard 2017-10-30 10:39:02 +01:00
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hyperweb.cpp CAP_ORIENTATION is optional in hyperweb 2018-02-26 13:17:29 +01:00
hypgraph.cpp 3D effects in the new models. Also made the 3D effects in old models 'correct' 2018-03-27 04:01:30 +02:00
init.cpp 10.3m 2018-03-25 14:02:20 +02:00
INSTALL Remove unnecessary autotools files, and add them to .gitignore 2015-08-13 11:31:02 +02:00
inventory.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
kohonen.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
landgen.cpp no more great walls in PTM Graveyard 2018-03-24 15:22:47 +01:00
landlock.cpp fixed the unlock list in RPM 2018-02-14 11:45:53 +01:00
langen.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
language-cz.cpp Czech translation for improved rotation 2018-03-25 15:29:26 +02:00
language-de.cpp adjusted the Domination description 2018-02-27 23:53:48 +01:00
language-pl.cpp four new models, Mercator improved 2018-03-26 19:06:47 +02:00
language-ptbr.cpp unifying language files 2017-10-29 17:42:49 +01:00
language-ru.cpp adjusted the Domination description 2018-02-27 23:53:48 +01:00
language-tr.cpp updated to 10.0c 2017-07-23 01:33:27 +02:00
language.cpp more work on the online version: fullscreen, orientation 2018-02-11 21:39:47 +01:00
Makefile.am Added -std=c++11 flag to Makefile 2017-07-24 15:31:49 -04:00
Makefile.mac Update "Makefile.mac" to work for OS X with Homebrew. 2017-10-17 00:16:24 -07:00
Makefile.mgw Updated to 8.3j 2016-08-26 11:58:03 +02:00
mapeditor.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
menus.cpp lower halfplane model added 2018-03-25 15:27:42 +02:00
monstergen.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
mtrand.cpp Updated to 8.3j 2016-08-26 11:58:03 +02:00
mtrand.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
netgen.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
nofont.cpp more work on the online version: fullscreen, orientation 2018-02-11 21:39:47 +01:00
orbgen.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
orbs.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
pattern2.cpp structurized textures.cpp 2018-03-17 21:12:46 +01:00
patterngen.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
patterns.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
polygons.cpp 3D effects in the new models. Also made the 3D effects in old models 'correct' 2018-03-27 04:01:30 +02:00
quit.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
README.md Updated to 9.4g 2017-05-16 13:20:04 +02:00
renderbuffer.cpp fixed the sizes in renderbuffer 2018-02-27 19:21:31 +01:00
rogueviz.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
rogueviz.h some work on RogueViz 2017-12-14 02:53:39 +01:00
rug.cpp Added surfaces of constant negative curvature (surface.cpp) 2018-03-24 17:21:25 +01:00
savemem.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
savepng.c Add support for savepng.c 2016-08-26 18:36:03 +02:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
setversion-sh Updated to 9.4g (mostly tutorial fixes) 2017-04-14 20:12:23 +02:00
shaders.cpp improved the quality of 3D models from conformal menu 2018-03-24 15:15:30 +01:00
shmup.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
sound.cpp spawn sound for Wind Crows 2018-03-25 14:05:04 +02:00
surface.cpp more text fixes 2018-03-25 18:33:37 +02:00
system.cpp improved the automatic rotation 2018-03-25 15:07:11 +02:00
textures.cpp improved the quality of 3D models from conformal menu 2018-03-24 15:15:30 +01:00
tour.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
util.cpp updated the header comments to 2018, also added the missing ones 2018-02-09 00:40:26 +01:00
yendor.cpp more elegant cellwalkers 2018-03-24 12:59:01 +01:00
zeno.css Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00

HyperRogue

Current version: 9.4g

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). See the website for some screenshots, and more detailed and up-to-date information! 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## The HyperRogue package includes a Windows executable, documentation, and C++ source which has been tested under Linux (you need SDL, SDL_ttf, and SDL_gfx). You should be able to compile on Ubuntu (or similar) with something like this:

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-git
cd hyperrogue-git
./configure
make

It should also compile under MacOS with something like `make -f Makefile.mac{ (note: I have no access to a MacOS machine to test this makefile myself, it is based on this post by Konstantin Stupnik).

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, donations are welcome. You can contact me at zeno@attnam.com, or at RogueTemple or New Attnam forums (Z), or at my blog.