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RogueCraft
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RogueCraft

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A Rogue-like mod for Minecraft which adds a fully playable Rogue-like dungeon dimension!

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4.0
coolbot

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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Posted: July 4, 2024 at 9:59:48 PM UTC
5 hrs
Total hours played at time of review
MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
4.0

While I've only played a bit of this pack so far I'm loving it! Roguecraft successfully changes the genre of Minecraft by giving it roguelite elements in a way I think few other mods do. Earning my personal seal of a true roguelite experience alongside Vault Hunters 3 and Trepidation.

What makes this different from those projects is it doesn't necessarily change the core gameplay loop of Minecraft either, Trepidation and Vault Hunters completely overhaul the way you do everything making the game almost entirely combat-focused.
Here, you're still doing the normal Minecraft things each run, punch tree, find village, mine ores, etc.
It's reminiscent of Minecraft Bingo or "... but" speedrun challenges morphing the game of Minecraft into a rouge-lite's fight die upgrade repeat gameplay cycle instead of introducing a new one and putting it inside of Minecraft.

The actual game design of the rogue-lite isn't bad either, while I've not had much time to experience it yet the infinite garden mechanic offering the ability to reclaim your last runs lost loot is novel and the meta-progression scheme is compelling enough I want to do more runs so I can unlock new upgrades.

0
0
4.0
coolbot

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: July 4, 2024 at 9:59:48 PM UTC
5 hrs
Total hours played at time of review
MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
4.0

While I've only played a bit of this pack so far I'm loving it! Roguecraft successfully changes the genre of Minecraft by giving it roguelite elements in a way I think few other mods do. Earning my personal seal of a true roguelite experience alongside Vault Hunters 3 and Trepidation.

What makes this different from those projects is it doesn't necessarily change the core gameplay loop of Minecraft either, Trepidation and Vault Hunters completely overhaul the way you do everything making the game almost entirely combat-focused.
Here, you're still doing the normal Minecraft things each run, punch tree, find village, mine ores, etc.
It's reminiscent of Minecraft Bingo or "... but" speedrun challenges morphing the game of Minecraft into a rouge-lite's fight die upgrade repeat gameplay cycle instead of introducing a new one and putting it inside of Minecraft.

The actual game design of the rogue-lite isn't bad either, while I've not had much time to experience it yet the infinite garden mechanic offering the ability to reclaim your last runs lost loot is novel and the meta-progression scheme is compelling enough I want to do more runs so I can unlock new upgrades.

0
0
4.0
coolbot

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: July 4, 2024 at 9:59:48 PM UTC
5 hrs
Total hours played at time of review
MC 1.20
The version(s) the reviewer played
0
0

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About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
RogueCraft - 1.18.2 - b1.1.1
Authors
CurseForge
Modrinth

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About

Description

The Future of RogueCraft (the mod)!
https://forms.gle/A5dZaJJayFezPseu8

Welcome to RogueCraft, a Rogue-like mod for Minecraft adds a fully playable Rogue-like dungeon dimension! The mod is designed with modpack authors in mind as this mod aims to be fully customizable with what I call "dungeon packs" that are datapacks combined with the mod's config in a specific way. which adds a fully playable Rogue-like dungeon dimension!

As it's a rogue-like explaining everything would just ruin part of the fun so I'll only share what I think is necessary but do feel free to check out the gallery of images to get some idea of what's in store. (Images will also be updated as time goes on)

You start your adventure by creating the Dungeon Run Portal which is created by putting chiseled stone bricks in the shape of a Nether portal and then igniting it with the "Mysterious Shard" item.

Donate Available for Forge Join the Discord

https://discord.gg/QagkwvSWtC

Modrinth

Dungeon Pack Guide:

Dungeon packs are made through a combination of config files and a datapack with structures. (Example Pack)
Let's start with some basic rules of the dungeons. Roguecraft's dungeons are divided in to grids of rooms 19 x 19 big with the edge blocks been shared between any neighboring rooms. Rougecraft's Keystones use Minecraft functions to generate rooms so anything that you can do through a function should be possible to generate, check out the Example Pack for an idea of how it works.

In the center of each grid at Y:118 once a room has been generated there is a block called "room_active" which is how the mod indicates if a room is active or not, it turns in to a "room_deactive" block once the dungeon ends/stops.
Rooms can be larger than 1 grid if desired but in that case make sure to follow the grid format "ex: 19x38" and to manually put a "room_active" block in the center of the extended grid.

Now on to how to design a Dungeon Pack. Here is an example Dungeon Pack I threw together where you can see how they're designed.
The template provided has the namespace "testpack" and the basic rooms and boss rooms are named this "level_1_room" & "level_1_boss_room" (excluding room number and direction) so what you enter under "Dungeon Pack" is: "testpack:level_1_room" for the regular rooms & "testpack:level_1_boss_room" for the boss rooms. The Keystone generates 4 different rooms per direction (North, South, West & East) meaning you'll have to make sure your room generates correctly in these different directions by adjusting the placement in the function for that direction. The name for a function when creating it should then be something like this: "testpack" for the namespace "level_1_room" for the room set's name which should be the same for all of them and then after that you HAVE to add "_<number>_<direction>" at the end for the mod to know what function to get at what time. The name for the functions should then be: "testpack:level_1_room_<number>_<direction>" (Example: "testpack:level_1_room_2_south" or "testpack:level_1_boss_room_1_south" for the boss rooms). Then make sure to ender how many basic & boss rooms you have in this case, which is 2 & 1 for this example pack.

A picture of the grid & room active layouts(This image shows the Grid Layout and where/how the "room_active" & "room_deactive" blocks are placed)

 Supported Versions:

1.7.10: N/A: None

1.12.2: N/A: None

1.14.4: N/A: None

1.15.2: N/A: None

1.16.5: N/A: None

1.17.1: N/A: None

1.18.2: ADS: "Active Dev Support"

1.19.2: ADS: "Active Dev Support"

1.19.4: STS: "Short Term Support"

1.20.1: ADS: "Active Dev Support"

Do note that this is the plan but things may change overtime!

FAQ:

1. coming soon...

Credits:

Developers:

  mc_jojo3

Textures:

  mc_jojo3 & other

Made by: mc_jojo3

Welcome to RogueCraft, a Rogue-like mod for Minecraft adds a fully playable Rogue-like dungeon dimension! The mod is designed with modpack authors in mind as this mod aims to be fully customizable with what I call "dungeon packs" that are datapacks combined with the mod's config in a specific way. which adds a fully playable Rogue-like dungeon dimension!

As it's a rogue-like explaining everything would just ruin part of the fun so I'll only share what I think is necessary but do feel free to check out the gallery of images to get some idea of what's in store. (Images will also be updated as time goes on)

You start your adventure by creating the Dungeon Run Portal which is created by putting chiseled stone bricks in the shape of a Nether portal and then ignited with the "Mysterious Shard" item.

Join the Discord Server! https://discord.gg/QagkwvSWtC

Dungeon Pack Guide:

Dungeon packs are made through a combination of config files and a datapack with structures. (Example Pack)

Let's start with some basic rules of the dungeons. Roguecraft's dungeons are divided in to grids of rooms 19 x 19 big with the edge blocks been shared between any neighboring rooms. Rougecraft's Keystones use Minecraft functions to generate rooms so anything that you can do through a function should be possible to generate, check out the Example Pack for an idea of how it works.

In the center of each grid at Y:118 once a room has been generated there is a block called "room_active" which is how the mod indicates if a room is active or not, it turns in to a "room_deactive" block once the dungeon ends/stops. Rooms can be larger than 1 grid if desired but in that case make sure to follow the grid format "ex: 19x38" and to manually put a "room_active" block in the center of the extended grid.

Now on to how to design a Dungeon Pack. Here is an example Dungeon Pack I threw together where you can see how they're designed. The template provided has the namespace "testpack" and the basic rooms and boss rooms are named this "level_1_room" & "level_1_boss_room" (excluding room number and direction) so what you enter under "Dungeon Pack" is: "testpack:level_1_room" for the regular rooms & "testpack:level_1_boss_room" for the boss rooms. The Keystone generates 4 different rooms per direction (North, South, West & East) meaning you'll have to make sure your room generates correctly in these different directions by adjusting the placement in the function for that direction. The name for a function when creating it should then be something like this: "testpack" for the namespace "level_1_room" for the room set's name which should be the same for all of them and then after that you HAVE to add "" at the end for the mod to know what function to get at what time. The name for the functions should then be: "testpack:level_1_room__" (Example: "testpack:level_1_room_2_south" or "testpack:level_1_boss_room_1_south" for the boss rooms). Then make sure to ender how many basic & boss rooms you have in this case, which is 2 & 1 for this example pack.

A picture of the grid & room active layouts (This image shows the Grid Layout and where/how the "room_active" & "room_deactive" blocks are placed)

Supported Versions:

1.7.10: N/A: None

1.12.2: N/A: None

1.14.4: N/A: None

1.15.2: N/A: None

1.16.5: N/A: None

1.17.1: N/A: None

1.18.2: LTS: "Long Term Support"

1.19.2: LTS: "Long Term Support"

1.19.4: STS: "Short Term Support" 

1.20.1: LTS: "Long Term Support"

Do note that this is the plan but things may change overtime!

FAQ:

1. coming soon...

 

Credits:

Developers:

  mc_jojo3

Textures:

  mc_jojo3 & other

Made by: mc_jojo3

Screenshots

Gallery

  • Level 3
    Level 3 This is the third level of the Dungeon
  • Level 2
    Level 2 This is the second level of the Dungeon
  • Level 1
    Level 1 This is the first level of the Dungeon
  • Level 1
    Level 1 This is the first level of the Dungeon
  • Level 2
    Level 2 This is the second level of the Dungeon
  • Level 3
    Level 3 This is the third level of the Dungeon

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