Welcome
Welcome to the beggar website! Beggar is a rogue-like game written in java with XML inputs for expandability. I do hope you enjoy the game as the community and hopefully the additions grow! I encourage you to post any comments or thoughts on the sourceforge forums. God willing, I hope to remain an active developer for a while and look forward to input from those that matter... the end-users.
To download Beggar just click here. To get the current news go to the sourceforge news page.
Currently...
I'm reworking the way items are stored, parsed, and used. Hopefully that will mean a more robust world. The latest version has a quickly maturing slime game.
So far...
Updating the changelog here and on sourceforge is a bit much, so until I have time to rework this site, (I'd rather work on the game itself) read the news.
Release v. 0.4.8
- Wrote the xml file that I'm trying to parse
- Added some more fun stuff to the slime code
- Redid a few of the stat handling equations(needs work)
Release v. 0.4.7
- Added Help Menus
- Cleaned and optimized code
- Added death screen (needs work)
- Now you can restart if you die
- Added fog of War
Release
v. 0.4.6
- Added descriptions for what you see
- The maps are now randomly generated
- There is now a grass tileset
- Slime no longer "breaths its last"
- Other minor bug fixes
Release v. 0.4.5
- Added menu to start the game as well as an options screen
- Implemented an config.ini file which holds the options
- Options can be changed through an options menu
- Other minor fixes and GUI improvements
Release v. 0.4.2
- fixed viewport equations to make other resolutions possible.
- added various stats to the main player
- The messages now scroll and change color
- wrote a roadmap. I'll put it up seperately later
Welcome to Beggar v. 0.4.0
- A very basic engine w/ tile support
The roadmap-ish
This is very likely to change, but it's the plan at this point. Believe it or not I do have the history from version 0.1.0 on a scrap piece of paper somewhere. So I'm making progress! ;-) However it might be useful to note that the amount of time required increases exponentially per development phase. It's like the Richter Scale for earthquakes! I may just make a crawl variant much sooner, so that the game is more interesting to play while we wait for the grandeur of version 1.0 ~ Perhaps version 0.5.0 or so...
- Optimize and clean code (0.4.6)
- Remove certain globals and add help menus (0.4.8)
- Create more sophisticated stat handling equations (0.4.9)
- Allow monster/map xml inputs (0.5.0)
- Create more robust tiles (0.5.5)
- Create an effects class for area effects (0.6.0)
- Clean again (0.6.x)
- Expand basic game elements, items, sprites, etc (0.6.5)
- Expand xml support (0.7.x)
- Outline game in xml (0.7.x)
- Add any missing interactions (0.8.0)
- Debug (0.8.5)
- Balance (0.9.x)