It's spelled "rogue" and I can understand how people mix up rouge with rogue. You look at the spelling of rouge and it spells like rogue. The English language sucks sometimes.
Thanks for the heads up but “rouge” is actually a french word, that means red. Rouge noir will then be red black, a reference to the main room of the game :D
It was excellent, it made me dizzy, and I could see some of the tricks used, a very high mouse sensitivity to the minimum, low FPS, and after all, very good, really.
This game both messed with my brain and gave me a sense of "nostalgia" almost as I was obsessed with non-e mods on minecraft. Very well done to whoever created this game
Really amazing experience, this made me feel all different emotions and creating the game to have no goal or ending to it is fascinating. I hope you keep making games just as good as this.
The only way to run this code is in unity, because this is the engine we have used in this game. In order to play the game you need to run the binary/exe file available when donwloading the game.
Hello. Really well done. I played your game because I am developing a game more or less similar with yours (take a look at TheBasement on my itch.io page - a first pre alpha release). It is always funny to play with portals. You did an amazing work on aesthetic. Some material shaders are gorgeous and I really love this background music - especially this little sliding sound at end which reminds me the BladeRunner OST. The big problem with your project is the optimization. There is something wrong somewhere because I have sometimes a low framerating under 30 fps. I guess that you could improve your game. I keep an eye on your project. I wish you the best ++
Thank you for posting your feedback here! I am aware of the performance issue with the game but unfortunately I can’t seem to optimize it more. We’ve done frustum culling, occlusion culling, AABB bouding box culling, manual activation and deactivation of portals when the players is far away all in the same scene! With all this the game was measured to run 10x faster. Rendering take part of > 95% of game loop, and since this is done in unity, major part of the rendering cannot be acessed. I’m planning to optimize this game more to become an unity package in the future. Anyway, really cool that you are planning to make a similar game, I am going to check it out! If you have any tips that you think would help optimization don’t be shy to post it here, the game’s code is available for free as said in the description if you are interested too. Also, it would be very helpful if you could tell me wich exact parts of the game caused it to lag. Good luck with your project and wish you the best!
I really like your game. For this reason, I will be happy to help you. Now I am busy (for a few days), but soon I will play again and I will give you more informations so as to fix bugs and more... stay tuned :)
Hello. As I promised, I played your game again so that I could show you where (it seems to me) you can fix bugs. At first, when we start in the first room showing three portals, we have a significant loss of framerate (first picture). I assume with 3 big portals, this is too hard. I noticed a recurrent graphics bug which you can see in the picture (second and third pictures). I took a shot only two times, but this is really recurrent. Do you see the thin lines? In the last picture, there is a problem with your controller. I guess that you could fix it quickly by changing mass or gravity value because the player doesn't slide along the tunnel - he skips and it is really disturbing (last picture). Also at this stage, there is another loss of framerate. For me, it's no good. Your portal code is too guzzler :) You are wasting your resources somewhere. However, all these problems which I quoted are not too frustrating. Your game is overall very good. I wish you the best in developing it. Bye ++
This detailed feedback really helps me a lot. I think most of the thing you've pointed out can be fixed, and as soon as I can, I'm going to take a look at them. And I've suspected of these two scenes when you said that framerate sometimes drops, because they are the ones with >= 6 portals that really need to be rendered :(. That means that the renderer has to do all the render process (even z-buffering) >= 6 times every frame because each portal has a != camera. As I said, I want to turn this project into a unity package, so optimization and code review are on top of my list (I'm learning some new techniques that might help). Thanks for the help!
This game is made in unity. If you want to play it on the raspberry pi, clone the github repo on an x86_64 computer (NOT the raspberry pi), install unity, open the project in unity and finally figure out how to compile for arm (x86) in unity. Not complicated but will take time. If you think that the raspberry pi can only run python then I don't know why your even using a raspberry pi.
Please can you compile it for Linux. This game looks amazing, but I can't play it since I use Linux. And how did you get the shading to look like that?
Sorry for the late update on this one. I've build and debugged this game for linux so many times but some objects like buttons are not working correctly (with no changes whatsoever comparing to windows build). I can't post a faulty version of the game here, so please let me know if u still want me to send you this linux version. The game is still playable but you have to try to hit the button in different angles sometimes.
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is it available for Windows 32-bit?
OH MY EYE.... MY BRAIN IS HURTING.... ON NO
ye
\
Yes and I sit infinitely behind my PC!!!
It's spelled "rogue" and I can understand how people mix up rouge with rogue. You look at the spelling of rouge and it spells like rogue. The English language sucks sometimes.
Thanks for the heads up but “rouge” is actually a french word, that means red. Rouge noir will then be red black, a reference to the main room of the game :D
cool am french btw are you french too ?
a proof that am french
"salut sa va perso j'ai un compte discord c'est DA CAT et jai oublier le # apres"
here you go didnt put accent because am in qwertt
lmfao this guy never heard of 'French' before
It makes more sense now. My American brain saw a misspelled word and not considered it being French for red. My apologies, y'all.
It was excellent, it made me dizzy, and I could see some of the tricks used, a very high mouse sensitivity to the minimum, low FPS, and after all, very good, really.
thanks! :)
This game both messed with my brain and gave me a sense of "nostalgia" almost as I was obsessed with non-e mods on minecraft. Very well done to whoever created this game
thanks!
I didn't play the game yet but I think adding an non euclidian world to a game welld done
:)
it was very fun even though i only got 15 fps
well, I’m glad you still liked it!
well yes, but actually, yes.
I loved this game so much it reminded me of anti chamber and superluminal 10/10
Thanks, that's nice to hear! :D
Really amazing experience, this made me feel all different emotions and creating the game to have no goal or ending to it is fascinating. I hope you keep making games just as good as this.
Thank you very much! :)
I'm impressed how I always felt lost but never got stuck. Excellent level-design.
Thank you for the positive feedback! Means a lot!
Inspired by Antichamber by any chance?
yes, but actually we were deeply inspired by non euclidian minecraft for the puzzles and this insanely awesome game for the aesthetic.
this game hurt my head in the best way. awesome job!
thank you! :D
Could someone please tell me how to run the open source code? Thanks in advance :)
The only way to run this code is in unity, because this is the engine we have used in this game. In order to play the game you need to run the binary/exe file available when donwloading the game.
That gives me Antichamber vibes
:) love that game
how do u get it
just click in the red download button!
Great! Love the puzzles.
thanks! :D
Great Game! The third level was probably the best, 2nd probably the worst(though still quite good).
Thanks! We’re very happy to hear that. ty for the level feedback as well! :)
Just Gorgeous.
Thanks! This comment made my day :)
i love non euclidian games, especially this one.
This means a lot really, ty very much! :)
No
loved it, non-euclidian games are great and this one is amazing.👍
good job
Thanks! this means a lot :)!
Hello. Really well done. I played your game because I am developing a game more or less similar with yours (take a look at TheBasement on my itch.io page - a first pre alpha release). It is always funny to play with portals. You did an amazing work on aesthetic. Some material shaders are gorgeous and I really love this background music - especially this little sliding sound at end which reminds me the BladeRunner OST. The big problem with your project is the optimization. There is something wrong somewhere because I have sometimes a low framerating under 30 fps. I guess that you could improve your game. I keep an eye on your project. I wish you the best ++
PS : just a little note ; tunnel and not tunel :)
Thank you for posting your feedback here! I am aware of the performance issue with the game but unfortunately I can’t seem to optimize it more. We’ve done frustum culling, occlusion culling, AABB bouding box culling, manual activation and deactivation of portals when the players is far away all in the same scene! With all this the game was measured to run 10x faster. Rendering take part of > 95% of game loop, and since this is done in unity, major part of the rendering cannot be acessed. I’m planning to optimize this game more to become an unity package in the future. Anyway, really cool that you are planning to make a similar game, I am going to check it out! If you have any tips that you think would help optimization don’t be shy to post it here, the game’s code is available for free as said in the description if you are interested too. Also, it would be very helpful if you could tell me wich exact parts of the game caused it to lag. Good luck with your project and wish you the best!
I really like your game. For this reason, I will be happy to help you. Now I am busy (for a few days), but soon I will play again and I will give you more informations so as to fix bugs and more... stay tuned :)
Hello. As I promised, I played your game again so that I could show you where (it seems to me) you can fix bugs. At first, when we start in the first room showing three portals, we have a significant loss of framerate (first picture). I assume with 3 big portals, this is too hard. I noticed a recurrent graphics bug which you can see in the picture (second and third pictures). I took a shot only two times, but this is really recurrent. Do you see the thin lines? In the last picture, there is a problem with your controller. I guess that you could fix it quickly by changing mass or gravity value because the player doesn't slide along the tunnel - he skips and it is really disturbing (last picture). Also at this stage, there is another loss of framerate. For me, it's no good. Your portal code is too guzzler :) You are wasting your resources somewhere. However, all these problems which I quoted are not too frustrating. Your game is overall very good. I wish you the best in developing it. Bye ++
This detailed feedback really helps me a lot. I think most of the thing you've pointed out can be fixed, and as soon as I can, I'm going to take a look at them. And I've suspected of these two scenes when you said that framerate sometimes drops, because they are the ones with >= 6 portals that really need to be rendered :(. That means that the renderer has to do all the render process (even z-buffering) >= 6 times every frame because each portal has a != camera. As I said, I want to turn this project into a unity package, so optimization and code review are on top of my list (I'm learning some new techniques that might help). Thanks for the help!
I like the game but unfortunately I can't play it on my Raspberry Pi games because it's not written in Python.
Could you please write a Python version of this that is not hungry for performance?
This game is made in unity. If you want to play it on the raspberry pi, clone the github repo on an x86_64 computer (NOT the raspberry pi), install unity, open the project in unity and finally figure out how to compile for arm (x86) in unity. Not complicated but will take time. If you think that the raspberry pi can only run python then I don't know why your even using a raspberry pi.
Just to be clear, I'm a Linux nerd.
You should only make the portal more difficult to see, any way good job
thanks! :)
Is like antichamber, let's try it
Please can you compile it for Linux. This game looks amazing, but I can't play it since I use Linux. And how did you get the shading to look like that?
Sure! All materials are unlit, so the light source doesn’t affect the scene at all. If u are interested the game is open source.
Thanks! :D
where is the code
Sorry for the late update on this one. I've build and debugged this game for linux so many times but some objects like buttons are not working correctly (with no changes whatsoever comparing to windows build). I can't post a faulty version of the game here, so please let me know if u still want me to send you this linux version. The game is still playable but you have to try to hit the button in different angles sometimes.
Can you possibly put it as a release on your GitHub for rogue noir? I don't really care if there is one bug or two.
Very relaxing... and a bit confusing. But nice project overall
Thanks :)!
Thanks!!