Post by MP on Sept 1, 2017 11:00:15 GMT
You might have noticed I provided a VS 2017 project created from the Alpha 9a source files*. I used that as a basis for what I'm calling 'Rogue Survivor: Still Alive'.
Still Alive is not a continuation of the original Rogue Survivor's development. I can't stress that enough: RS:SA is NOT a continuation of RS! Please carry no such expectations.
RS:SA is a fork of RS, and carries no endorsement nor involvement by RoguedJack, the creator of the original game. This fork was made possible thanks to RJ's generous open-sourcing of the game under the GNU GPL v3 license. And thus, this fork is merely a complimentary edition to the original RS, it is not a replacement. I would never presume to take over the "Rogue Survivor" mantle - that has and always will belong to RoguedJack. RS:SA will follow its own path and set its own flavour.
My aim for this fork is to tweak a few key things that I thought needed tweaking, and to add some features that I feel RS was lacking**. These may or may not fit with the original vision for RS, though I aim for it to be in keeping with its origin. Still, I want this to be a notably different experience to vanilla RS, because what would be the point otherwise? For a fork to justify its existence, it has to offer something substantially different from its base.
Probably the most notable change is the addition of a definitive end goal. You can still treat it as a score attack and see how long you can survive for, or you can try to "finish" the game by escaping on the helicopter. Be aware that the helicopter will only come once, and you need to hunt around the city to discover where it will appear. You can choose on what day it will appear, but you won't know where in the city that will be without some tough and dangerous exploration. If you miss the helicopter rescue, you're stranded in the doomed city until your eventual, inescapable demise.
Latest version: 2.11.0.2 (aka Release 8-2) @ 22/7/2023
Please note: saves are not backwards compatible and thus will not carry over versions! Any newer release will not support older saves.
Downloads
laleksic offers a new build of the game, with a modern graphics API that runs much smoother than the legacy version. He has also provided a Linux build of the game.
You can find those downloads and codebase on his GitHub repository: github.com/laleksic/StillAlive/releases
If you need my legacy build of the game, using the older graphics API, you'll find the playable download on my MediaFire: www.mediafire.com/?w5jbvhtviq43t (SHA256: 0a884fdc5e6169fbc6b4f7335f71da5cf4b3ffb8986e9dba05557ae6a6feef17)
You'll find the full source code on my GitLab: gitlab.com/RogueSurvivor-StillAlive
Support
If you have suggestions, requests or bug reports, please post them in this thread or send me a message on this forum.
If you find the legacy build crashes on launch with a 'file not found' error, you probably need to install DirectX9 from here: www.microsoft.com/en-au/download/details.aspx?id=35
Changelog: gitlab.com/RogueSurvivor-StillAlive/StillAlive/blob/master/CHANGELOG
*Note: this was originally posted in 2017, and is now outdated not only by various other forks, but also by vanilla RS as well, which is at Alpha 10.1 at time of writing in late 2023.
**Development of vanilla RS ceased during the alpha stage, with no doubt many planned features yet to come. I draw no inferences here, and instead I have plotted my own path for RS:SA. It should be noted that between the earliest releases of RS:SA and the more recent ones, RoguedJack released Alpha 10.0 and 10.1 of vanilla RS, which did make some significant changes to the game and the code base. I adopted the vast majority of those changes into RS:SA, which then continued development significantly beyond the inclusion of the Alpha 10 releases, though should further vanilla versions be released down the line I intend that they too be incorporated into the RS:SA fork.
--------------------------------
STILL ALIVE 1.1.8.0 (aka Release 1)
In-game changes:
-Added option to disable Sanity loss, which decreases the score multiplier (default: enabled)
-Added option to show/hide corpses in STD game mode, for flavour only (default: show)
-All 'uncommon' items (eg weapons) are now dropped upon NPC death (was 50%)
-Minor tweaks to which items are generated in various location types (slightly more realistic)
-Nerfed those damned warrior rats
-50% increased sanity reward from undead kills
-Disabled blood splatter dissipation over time
-Minor UI tweaks (eg removed new character random choice confirmations)
-Updated and also trimmed the manual to make it more concise
-Incorporated some of Deon's 'Deonapocalypse' tileset, and modified a few other bits myself
-Other minor tweaks (eg merged some excessive hints, changed NPC descriptions)
Development:
-Minor improvements: code comments, optimizations, spelling corrections
-Added a quasi-god mode trigger to debug for testing
PS. I did try to contact Deon to get his approval to redistribute some of his tileset, but as yet have no response. As they're freely available I've released with them in, but if he gets back to me in the negative I'll revert those image files to vanilla.
Edit: changed my mind; settled on the name 'Still Alive' instead, in order to represent the end-goal of escaping the city.
Still Alive is not a continuation of the original Rogue Survivor's development. I can't stress that enough: RS:SA is NOT a continuation of RS! Please carry no such expectations.
RS:SA is a fork of RS, and carries no endorsement nor involvement by RoguedJack, the creator of the original game. This fork was made possible thanks to RJ's generous open-sourcing of the game under the GNU GPL v3 license. And thus, this fork is merely a complimentary edition to the original RS, it is not a replacement. I would never presume to take over the "Rogue Survivor" mantle - that has and always will belong to RoguedJack. RS:SA will follow its own path and set its own flavour.
My aim for this fork is to tweak a few key things that I thought needed tweaking, and to add some features that I feel RS was lacking**. These may or may not fit with the original vision for RS, though I aim for it to be in keeping with its origin. Still, I want this to be a notably different experience to vanilla RS, because what would be the point otherwise? For a fork to justify its existence, it has to offer something substantially different from its base.
Probably the most notable change is the addition of a definitive end goal. You can still treat it as a score attack and see how long you can survive for, or you can try to "finish" the game by escaping on the helicopter. Be aware that the helicopter will only come once, and you need to hunt around the city to discover where it will appear. You can choose on what day it will appear, but you won't know where in the city that will be without some tough and dangerous exploration. If you miss the helicopter rescue, you're stranded in the doomed city until your eventual, inescapable demise.
Latest version: 2.11.0.2 (aka Release 8-2) @ 22/7/2023
Please note: saves are not backwards compatible and thus will not carry over versions! Any newer release will not support older saves.
Downloads
laleksic offers a new build of the game, with a modern graphics API that runs much smoother than the legacy version. He has also provided a Linux build of the game.
You can find those downloads and codebase on his GitHub repository: github.com/laleksic/StillAlive/releases
If you need my legacy build of the game, using the older graphics API, you'll find the playable download on my MediaFire: www.mediafire.com/?w5jbvhtviq43t (SHA256: 0a884fdc5e6169fbc6b4f7335f71da5cf4b3ffb8986e9dba05557ae6a6feef17)
You'll find the full source code on my GitLab: gitlab.com/RogueSurvivor-StillAlive
Support
If you have suggestions, requests or bug reports, please post them in this thread or send me a message on this forum.
If you find the legacy build crashes on launch with a 'file not found' error, you probably need to install DirectX9 from here: www.microsoft.com/en-au/download/details.aspx?id=35
Changelog: gitlab.com/RogueSurvivor-StillAlive/StillAlive/blob/master/CHANGELOG
*Note: this was originally posted in 2017, and is now outdated not only by various other forks, but also by vanilla RS as well, which is at Alpha 10.1 at time of writing in late 2023.
**Development of vanilla RS ceased during the alpha stage, with no doubt many planned features yet to come. I draw no inferences here, and instead I have plotted my own path for RS:SA. It should be noted that between the earliest releases of RS:SA and the more recent ones, RoguedJack released Alpha 10.0 and 10.1 of vanilla RS, which did make some significant changes to the game and the code base. I adopted the vast majority of those changes into RS:SA, which then continued development significantly beyond the inclusion of the Alpha 10 releases, though should further vanilla versions be released down the line I intend that they too be incorporated into the RS:SA fork.
--------------------------------
STILL ALIVE 1.1.8.0 (aka Release 1)
In-game changes:
-Added option to disable Sanity loss, which decreases the score multiplier (default: enabled)
-Added option to show/hide corpses in STD game mode, for flavour only (default: show)
-All 'uncommon' items (eg weapons) are now dropped upon NPC death (was 50%)
-Minor tweaks to which items are generated in various location types (slightly more realistic)
-Nerfed those damned warrior rats
-50% increased sanity reward from undead kills
-Disabled blood splatter dissipation over time
-Minor UI tweaks (eg removed new character random choice confirmations)
-Updated and also trimmed the manual to make it more concise
-Incorporated some of Deon's 'Deonapocalypse' tileset, and modified a few other bits myself
-Other minor tweaks (eg merged some excessive hints, changed NPC descriptions)
Development:
-Minor improvements: code comments, optimizations, spelling corrections
-Added a quasi-god mode trigger to debug for testing
PS. I did try to contact Deon to get his approval to redistribute some of his tileset, but as yet have no response. As they're freely available I've released with them in, but if he gets back to me in the negative I'll revert those image files to vanilla.
Edit: changed my mind; settled on the name 'Still Alive' instead, in order to represent the end-goal of escaping the city.