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A SDL roguelike in a non-euclidean world.
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arbitrile.cpp function 'relative_matrix_recursive' for reg3_rule and arbi 2020-01-28 17:58:55 +01:00
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bigstuff.cpp horo_distance naming conflict, renamed to horo_gen_distance 2020-01-29 19:32:32 +01:00
binary-tiling.cpp renamed penrose.cpp to kite.cpp and 'penrose' to 'kite::in()' 2019-12-14 12:12:24 +01:00
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celldrawer.cpp Red Walls in Eclectic are now Eclectic Red 2020-03-07 04:47:10 +01:00
changelog.txt update 11.3 2020-03-07 04:47:11 +01:00
checkmove.cpp fixed checkmate rule in Jelly Kingdom 2020-03-07 04:47:10 +01:00
classes.cpp fixup to ElectricLand 2020-03-07 04:47:10 +01:00
commandline.cpp readMonster returns Pike for 'Pike' instead of Pikeman 2020-03-07 04:47:10 +01:00
complex2.cpp fixed ambush size 2020-03-07 04:47:11 +01:00
complex.cpp fixed kraken head 2020-03-07 04:47:11 +01:00
config.cpp fat edges in linepatterns in 3D 2020-01-28 17:58:55 +01:00
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expansion.cpp added a comment to hyperbolic_celldistance 2020-03-07 04:47:11 +01:00
fake-mobile.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
fieldpattern.cpp fixed getcurrfp in horospherical hyperbolic 2020-02-07 19:44:44 +01:00
flags.cpp fixed Red Raiders killed incompletely by Orb of Chaos 2020-03-07 04:47:11 +01:00
floorshapes.cpp nicer side plainwalls in binary tiling 2020-02-07 18:33:03 +01:00
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game.cpp location.cpp now defines constants global_distance_limit and iteration_limit 2020-03-07 04:47:10 +01:00
geom-exp.cpp new utility functions: (de)serialize, as_cstring 2020-03-07 04:47:10 +01:00
geometry2.cpp function 'relative_matrix_recursive' for reg3_rule and arbi 2020-01-28 17:58:55 +01:00
geometry.cpp colored Frog Jump Legs 2020-03-07 04:47:10 +01:00
glhr.cpp fixed no-GL crash again 2020-03-07 04:47:11 +01:00
goldberg.cpp removed the MAX_EDGE limit 2020-01-18 16:03:32 +01:00
graph.cpp replaced parameters of geo_dist in precise_mouseover to fix incorrect working sometimes 2020-03-07 04:47:11 +01:00
help.cpp added people to the credits 2020-03-07 04:47:11 +01:00
heptagon.cpp location.cpp now defines constants global_distance_limit and iteration_limit 2020-03-07 04:47:10 +01:00
history.cpp fixed lineanimation for arb 2020-01-16 17:13:57 +01:00
honeycomb-rules-435.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
honeycomb-rules-534.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
honeycomb-rules-535.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
hprint.cpp new utility functions: (de)serialize, as_cstring 2020-03-07 04:47:10 +01:00
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hud.cpp fixed XLAT used incorrectly for leaves cut 2020-03-07 04:47:10 +01:00
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hyper-main.cpp mymake, comments moved 2019-09-12 22:50:16 +02:00
hyper.cpp wfcgen, and generating laEclectic 2020-03-07 04:47:10 +01:00
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hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp Remove all GCC 4.6 support; new minimum is GCC 5.4. 2020-02-15 16:22:15 -05:00
hyperrogue-music.txt added new HyperRogue music 2019-09-13 21:53:53 +02:00
hyperweb.cpp web: get_value function 2020-01-19 11:49:49 +01:00
hypgraph.cpp fixed a crash bug while drawing 2020-03-07 04:47:10 +01:00
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items.cpp fixed ambush size 2020-03-07 04:47:11 +01:00
kite.cpp renamed penrose.cpp to kite.cpp and 'penrose' to 'kite::in()' 2019-12-14 12:12:24 +01:00
landgen.cpp rollback Hunting Dog 2020-03-07 04:47:11 +01:00
landlock.cpp Eclectic in anormal is pattern_not_implemented_weird 2020-03-07 04:47:11 +01:00
langen.cpp Const-correctness in langen.cpp. 2020-02-15 22:59:04 -05:00
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language-ru.cpp Slightly improved russian translation 2019-11-28 22:32:40 +02:00
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locations.cpp location.cpp now defines constants global_distance_limit and iteration_limit 2020-03-07 04:47:10 +01:00
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mapeditor.cpp WFC can be experimented with 2020-03-07 04:47:10 +01:00
mapeffects.cpp fixed generating inside an enclosure in Eclectic 2020-03-07 04:47:11 +01:00
menus.cpp ASCII/3D mode, also reacts to neon settings 2020-01-30 17:45:05 +01:00
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mobile.cpp viewctr is no more... major reduction of redundancy/complexity 2019-11-14 00:26:50 +01:00
models.cpp fixed lineanimation for arb 2020-01-16 17:13:57 +01:00
monstergen.cpp refactored frog_power and a minor fix 2020-03-07 04:47:10 +01:00
monstermove.cpp named Knights 2020-03-07 04:47:11 +01:00
multi.cpp subdir set correctly when mouse-moving in multiplayer 2019-12-26 10:30:02 +01:00
multigame.cpp dual:: when one side is Euclidean, only the other one rotates 2020-01-30 17:45:51 +01:00
mymake.cpp zlib used for (de)compression 2020-01-26 00:30:13 +01:00
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nonisotropic.cpp qtm rewritten 2020-03-07 04:47:10 +01:00
orbgen.cpp Orb of Plague was too frequent 2020-03-07 04:47:11 +01:00
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passable.cpp giant frogs are now allowed to jump 1 cell 2020-03-07 04:47:10 +01:00
pattern2.cpp transl fixup 2020-03-07 04:47:11 +01:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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radar.cpp drawcell parameter is now cell, not cellwalker (need to check half-elliptic) 2019-11-30 18:04:54 +01:00
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shaders.cpp fixed no-GL crash again 2020-03-07 04:47:11 +01:00
shmup.cpp fixed a bug with Greater Demons in shmup 2020-03-07 12:21:12 +01:00
shyp-geodesics.dat added the missing solv-geodesics table, updated other geodesics tables 2020-01-16 17:13:57 +01:00
sky.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
solv-geodesics.dat added the missing solv-geodesics table, updated other geodesics tables 2020-01-16 17:13:57 +01:00
sound.cpp rewritten undo: part 1 2020-03-07 04:47:10 +01:00
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sphere.cpp relative_matrix and adj changed 2019-11-30 18:05:23 +01:00
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surface.cpp removed the functions queuechr -- use queuestr now 2019-12-26 23:38:28 +01:00
sysconfig.h ZLIB is now always required 2020-03-07 12:21:25 +01:00
system.cpp achievement_gain_once 2020-03-07 04:47:11 +01:00
textures.cpp removed the functions queuechr -- use queuestr now 2019-12-26 23:38:28 +01:00
tour.cpp renamed Tutorial to Guided tour 2019-09-13 18:01:28 +02:00
usershapes.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
util.cpp debug line removed in bignum::randomized_div 2020-03-07 04:47:10 +01:00
wfcgen.cpp improved the Palace component of Eclectic City 2020-03-07 04:47:11 +01:00
yendor.cpp changes: in Yendor 2020-03-07 04:47:11 +01:00

HyperRogue

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Current version: 11.3

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information. Compiled executables can be downloaded from itch.io and from the HyperRogue website.

Released under GNU General Public License, version 2. As such, it comes 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 and competitive 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 over 60 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 configuration 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.

Modifications

OK, now lots of the above can be changed. You can change the geometry and topology (to Euclidean, spherical, or even to nonisotropic 3D geometries). You can play challenges based on various in-game quests, and even try some other game genres in non-Euclidean spaces (roguelite aka shmup, racing, peaceful puzzles). Or use the engine for non-Euclidean computations and visualizations (see RogueViz). Have fun!

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

The mymake program builds HyperRogue in parts. It takes longer than the methods listed above, but when you change something, mymake will only recompile the changed file. Additionally, it can be easily configured, e.g., to produce an optimized build, or to include addons (see mymake.cpp for some example invocations, and devmods for some example addons).

make mymake && ./mymake

The source code is not documented very well. You can see the current state of the documentation, as generated by Doxygen, here.