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A SDL roguelike in a non-euclidean world.
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celldrawer.cpp crossbow:: fixed Z-fighting and arrow paths not visible in FPP 2023-10-29 09:57:19 +01:00
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complex.cpp crossbow:: no more mimics attacking in melee, or swinging at mirrors 2023-10-29 09:21:49 +01:00
config.cpp fixed loading pre-bow character styles (fixes crashes on loading races) 2023-12-12 20:03:42 +01:00
content.cpp reduced CR3 land requirement to 20 in casual 2023-12-02 11:34:51 +01:00
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fake-mobile.cpp savefile selection / an option to use no savefile 2022-09-15 12:38:39 +02:00
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flags.cpp crossbow:: graves and Round Table are non-blocking, thruVine is blocking 2023-10-28 23:33:38 +02:00
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heptagon.cpp fixed an error computing distances in bitruncated {5,4} causing crashes 2023-02-21 18:47:43 +01:00
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hud.cpp crossbow:: fire_mode can now be enabled even while reloading 2023-10-29 07:58:55 +01:00
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hyper-main.cpp savefile selection / an option to use no savefile 2022-09-15 12:38:39 +02:00
hyper.cpp first version of crossbow 2023-10-28 09:51:27 +02:00
hyper.h changelog/version number update to 12.1z was missing 2023-12-15 11:00:41 +01:00
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hyperpoint.cpp fixed multiply transmatrix * trans23 2023-08-15 15:20:46 +02:00
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models.cpp cleaned up stereo/high-FOV projections 2023-11-30 12:32:24 +01:00
monstergen.cpp fixed crashes in Zebra in Hat and some other geometries 2023-03-28 23:09:11 +02:00
monstermove.cpp shmup:: fixed Gadflies appearing forever 2022-11-04 23:15:00 +01:00
multi.cpp crossbow:: peace, dual, and non-shmup multiplayer are incompatible 2023-10-28 09:51:27 +02:00
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passable.cpp crossbow:: graves and Round Table are non-blocking, thruVine is blocking 2023-10-28 23:33:38 +02:00
pattern2.cpp Change static const to static constexpr wherever possible 2023-08-23 09:47:28 -08:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp bow:: press 'f' + direction for auto fire at distant enemies in the given direction 2023-12-02 10:37:07 +01:00
polygons.cpp crossbow:: shapes 2023-10-28 09:51:27 +02:00
quit.cpp fixed restoring golems in casual 2023-12-15 11:00:41 +01:00
quotient.cpp new geometry gHalfBring 2021-09-30 12:04:26 +02:00
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reg3.cpp reg3:: fix_stretch now can be disabled to make older recordings work 2023-11-30 12:35:06 +01:00
renderbuffer.cpp fixed renderbuffer from SDL 2022-04-26 16:19:02 +02:00
rug.cpp rug mouseover:: fix incorrect points in perspective; fix points behind eye in perspective; fix reverse Z in non-perspective (VR presumed fine) 2023-12-02 12:27:04 +01:00
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scores.cpp dialog:: improvements to list dialogs 2022-10-27 16:06:39 +02:00
screenshot.cpp intra:: in screenshot, do not call twice 2023-11-30 12:33:49 +01:00
shaders.cpp cleaned up stereo/high-FOV projections 2023-11-30 12:32:24 +01:00
shmup.cpp shmup:: crossbow bolts now pierce multi-tile monsters 2023-12-15 11:00:41 +01:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp Merge pull request #343 from Quuxplusone/constexpr 2023-10-19 12:31:56 +02:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sound.cpp find_file to find files in HYPERPATH 2022-08-26 12:23:58 +02:00
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sphere.cpp gp:: fixed wrong gp_adj on embedded 2023-05-01 15:46:42 +02:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
surface.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
sysconfig.h cleaned up stereo/high-FOV projections 2023-11-30 12:32:24 +01:00
system.cpp hv:: fixed CR2 2023-12-15 11:00:41 +01:00
textures.cpp another constexpr changed to const in textures.cpp 2023-10-28 10:04:15 +02:00
tour.cpp Change static const to static constexpr wherever possible 2023-08-23 09:47:28 -08:00
usershapes.cpp Qualify calls to format 2023-08-21 10:18:44 -07:00
util.cpp Change static const to static constexpr wherever possible 2023-08-23 09:47:28 -08:00
vr.cpp fixed VR demos 2023-12-02 08:27:38 +01:00
wfcgen.cpp made background screen darkening consistent and optional 2022-07-05 11:51:06 +02:00
yendor.cpp bow changes mode, disables achievements, displayed in rich presence and bottom line 2023-10-28 09:51:27 +02:00

HyperRogue

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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).

RogueViz

HyperRogue uses RogueViz, which is our engine for non-Euclidean games, computations and visualizations. This repo includes the source code of RogueViz demos in subdirectory rogueviz, but not the data, which is available on itch.io. RogueViz is funded by the National Science Centre, Poland, grant UMO-2019/35/B/ST6/04456.

Development

Build prerequisites

On Linux with apt-get:

sudo apt-get install make g++ libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev libsdl-mixer1.2-dev libglew-dev

On macOS with Homebrew:

brew install sdl sdl_ttf sdl_gfx sdl_mixer glew

macOS users might also have to edit /usr/local/include/SDL/SDL_gfxPrimitives.h at line 38 to use quote include.

Building HyperRogue from source

git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
make

The mymake program builds HyperRogue in parts. It takes longer than the method shown above, but it uses significantly less memory during compilation, and 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). Most useful parameters include -O3 (optimized build), -rv (include the RogueViz demos), -vr (build the VR version). Compiler flags like -Werror (treat warnings as errors) and -march=native work too.

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.