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100 rogues dungeon music
100 rogues dungeon music








100 ROGUES DUNGEON MUSIC FREE

Currently, we've got four classes, two of which will be available upon initial release, and the other two will be released in free downloads shortly after. Of course, I do think our characters are interesting enough to warrant their existence. What I don't like is when games do have characters, but they're just forgettable, boring, cliche stereotypes. Obviously you think the ones in 100 Rogues stack up care to give any specific examples? KB: Well, it's one thing if you intentionally go for non-characters and allowing the player to imagine his own personality. If a roguelike features strongly-defined characters they'd really have to be winners. JH: Personality is something that could be considered to be lacking in roguelikes, which usually go for generic adventurers the player can then overlay his own character impressions upon instead of making him follow a designer's conception. It's not a roguelike, but I highly recommend it! There's nothing in this game that has been directly stolen from a child's artwork, however, we did take lots of inspiration, and even a monster, from a strange obscure Famicom game called 100 World's Story. The Crusader is very childlike, so having the simple bucket-like shape for his helmet helps to bring that out. KB: Not directly, but in spirit I think so. Did the bucket-head Crusader come from that? JH: Teaching kids art classes! That sounds interesting. Not enough personality in games these days, if you ask me. Also, it's a class-based game, and we've been working hard to make sure that the classes all have not only their own style of play, but also a personality. So we have a basic fantasy dungeon setting, with your standard fare: skeletons, ghosts, rats and the like.īut we also have a cowboy-ish looking Bandit, a flying baby with bat wings, and quite a few other oddities like that. I get a lot of inspiration from teaching children's art classes - some of the stuff kids come up with is just so outrageous and hilarious, and I would love to see a game with that kind of spirit. The mood or voice of the game can be best explained as "fantasy by guys who don't know fantasy, and who are pretty strange". KB: The setting is a mysterious, scary, yet silly dungeon. Would you like to tell us generally about the setting of your game? JH: Your project is called 100 Rogues (the Facebook page has a gameplay video, for those interested in seeing more). Blake and I both live in Westchester however, so we end up making many long trips. Our publisher, Fusion Reactions, and its office are in Rochester, NY. We're a four man team consisting of myself, Jonathan Bryan (producer, programmer), Blake Reynolds (artist) and Wesley Paugh (programmer). KB: I'm Keith Burgun, lead designer at Dinofarm Games. JH: First off, tell us about yourself, your company and your team.








100 rogues dungeon music