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1075787 Posts in 44142 Topics- by 36114 Members - Latest Member: Retroholic

December 29, 2014, 03:57:20 AM
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1  Feedback / DevLogs / Re: Delver on: October 20, 2013, 07:14:42 PM
Love the new Start Camp.  Feel free to name one of the NPCs "Odkin" :-)

One glitch - I was reading the Battle Notes, and if you click past the last page, you swing your weapon and somehow fling the Notes so they are irretrievably buried halfway inside the table.
2  Feedback / DevLogs / Re: Delver on: June 14, 2013, 09:19:39 PM
1) After playing a fair bit of Brogue, I think I will have unidentified potions identify themselves after being used once.
2) I would like to get a few more tracks for exploring and then one specifically for the end chase sequence, need to get back in touch with him.

1) Excellent call!
2) For that end chase, someone has GOT to make a lute-and-harpsichord version of the Benny Hill chase music!  Grin
3  Feedback / DevLogs / Re: Delver on: June 11, 2013, 06:42:06 PM
EXCELLENT update!  Crystals and lighting look beautiful, I love the gently wavy floors, the doors, the pacing and balance - it plays beautifully!

Two questions:

Since every color potion remains consistent through each game, once the player discovers what a color does, can that potion display a name from that point on?

Any chance that Whitewolf could whip up a few few tunes so there aren't repeats on adjacent levels?
4  Feedback / DevLogs / Re: Delver on: March 28, 2013, 08:10:31 PM
Hmmm.... too long with no updates makes the ADD kick in - people start looking for the next new shiny plaything...
5  Feedback / DevLogs / Re: Delver on: February 07, 2013, 07:08:29 PM
I suggested footsteps but envisioned them more as subtle disturbances on the floor.  Can decals be something like a 50% transparent dark color?
6  Feedback / DevLogs / Re: Delver on: January 20, 2013, 11:27:37 AM
Just had an idea that I don't recall being implemented anywhere but I think would be great for a game like this. 

Referencing a map is a distraction, and there would never be a magical "you are here" function in reality. As an alternative to the map or minimap, would it be possible to overlay "footprints" onto any part of the floor that was already been visited?  That way the player could freely wander knowing whether or not he's ventured into a fresh area.  Footprints would exist in real life, so it actually makes more sense than a magic map.

Anyway, it seems like it'd be fairly easy to implement too.  Has any other 3d dungeon crawl used a scheme like that to show a player where he's been?
7  Feedback / DevLogs / Re: Delver on: November 25, 2012, 09:07:06 AM
Quick bugs i found. If at the beginning you grab an item without waiting for the intro text -which explains the game buttons- to disappear, all item tooltips are gone. This also happens if you exit the game while the intro text is still on the screen. When you reload you won't have any tooltips. This happens both on mac and windows.

EXCELLENT diagnosis! I am usually too impatient to wait for the text to disappear before I grab that first item.  That's why I am missing tooltips frequently yet intermittently.  Anyway, tested and verified.
8  Feedback / DevLogs / Re: Delver on: November 20, 2012, 05:58:31 PM
I rsn the stable version .exe again and got ToolTips just fine this time.  Weird. 
9  Feedback / DevLogs / Re: Delver on: November 19, 2012, 07:11:35 PM
Tried the new exe...not seeing anything new, but the item tooltips are missing.  I first saw this in the overworld demo but it's affecting this new build as well.  You can't tell what anything is before you pick it up, or knoe for sure that you're close enough to hit "E".
10  Feedback / DevLogs / Re: Delver on: November 06, 2012, 07:46:55 PM
Definitely fun running around outdoors.  I know Interrupt already took a stab at a zombie game, but as I roamed the countryside from village to village, every time I saw a monster in the distance I thought "walkers!"

Issues are:
Definitely laggy
No "tooltips" for items - no popup text prompt "E: get XXXX"
11  Feedback / DevLogs / Re: Delver on: October 26, 2012, 07:31:23 PM
Listen ye fellow adventurers, of this woesome tale of delving most cursed.

Deep into the abyss I fought, gathering a bounty of armor and arms and jewelry and bows.  Armor class 24 had I.  Helms and rings and potions and scrolls and wands burdened me such that I could carry no more.

In the darkest corner of this loathsome pit I found a key - a key which unlocked a door behind which lay creatures fearsome beyond imagining.  I fought the undead bones of evil wizards and their minions, slaying unceasingly until I reached the legendary Yithidian Orb!

Seeking hasty escape I called upon the mystic power of a Scroll of Teleport, and shuddered as the world dissolved around me.  As I felt the arcane forces draw me again incarnate I realized that all was lost...

I had teleported directly into a pit of lava.
12  Feedback / DevLogs / Re: Delver on: October 25, 2012, 06:13:07 PM
  • Hate the single heart!  You're half dead before you even notice it.
  • Rings are way too hard too see.
  • Doesn't look like there'll ever be progress on the issue of mesh objects not rendering on some machines. This affects crystals and what? chairs?
13  Feedback / DevLogs / Re: Delver on: September 30, 2012, 07:13:07 AM
Everyone is going to have their opinion about style, so nothing will satisfy everyone.

For me, I like a mixture of beauty and CLARITY. I'm replaying Diablo right now, and it's sort of a muddy mess.  I love Ultima and have played most of them, but I find the Underworlds extremely hard to navigate and tell what's going on. All the THINGS in the dungeon are difficult to distinguish FROM the dungeon.

I think Delver is heading for a good hybrid.  Smooth and beautifully lit dungeons, with objects and enemies that are clear, bright and iconic.
14  Feedback / DevLogs / Re: Delver on: September 23, 2012, 09:44:47 AM
One thing I hope the Overworld doesn't allow is for someone to be able to leave a dungeon once they're in it, unless they complete that dungeon.

The typical RPG experience is that you can just sort of "dip in" to a level, get some gold and XP, ascend, cash-in back in town, then head back to the same dungeon stronger.

For Delver, I think it's important to maintain the Roguelike ethos that you're trapped in the dungeon until you complete the quest at the bottom level of that dungeon.  Then you could return to town to get your quest for the next dungeon from Lord Chad :-) The orb is the first dungeon quest, but the treasures from the other dungeons should help Lord Chad build some sort of Magical MacGuffin as the unifying game goal.

The next dungeon would have to start at a much higher level of difficulty.  Level 1 in dungeon #2 should pick up in difficulty from where dungeon #1 left off (minus the Boss level), and so on.  The town would be the save point between dungeons.  In roguelike fashion, there'd be no saving inside dungeons but death wouldn't completely destroy your character, just any progress in that particular dungeon.
15  Feedback / DevLogs / Re: Delver on: September 22, 2012, 09:13:01 AM
I'm fine with just a good, single dungeon adventure with no overworld.

But, if there IS going to be an overworld, it should have a purpose.

I recall that Ultima was partly inspiration for this.  Perhaps the overworld could house a Lord British "quest giver" type, with some shops, and the overworld would have multiple dungeon entrances.  Each dungeon would have a different theme, monsters, music, etc, and have a different fetch goal at the bottom.  Bringing all the various items back to Lord Chad(!) would complete some master quest and win the game.  Each dungeon would operate under the "roguelike" rules while you were in it, but your progress in completing previous dungeons (and the master quest) would not be lost when you die.

In other words, the overworld would just connect maybe 5 differently-themed dungeons together.  The order that you would be sent into the dungeons could be randomized, The the first dungeon you're dispatched to could have a 1-5 range of difficulty between floors, the second dungeon a 6-10 range of difficulty etc.  That way the first floors of the later dungeons aren't too easy, and there'd be a sense of progression through the game, rather than repetitiveness.

Just some meta-thought since there's been so much focus on details.

 
16  Feedback / DevLogs / Re: Delver on: September 08, 2012, 08:59:15 AM
Whitewolf-
Honestly, this texture pack is flawless.  Other than specialty themes, there's no reason anyone else should keep trying to tweak the look of the game.  This should be it.
17  Feedback / DevLogs / Re: Delver on: September 02, 2012, 09:41:18 AM
In addition to the unresolved mesh rendering on laptops, I've found one other bug (at least on my HP laptop). 

If I change sound volume during the game, the game exits to the main menu as if I pressed Escape. The game saves so I can go back in, but I see no reason why changing volume should interrupt the whole game.
18  Feedback / DevLogs / Re: Delver on: September 02, 2012, 09:21:28 AM
@levirules-

Just drop your least useful inventory item on the trap square.  For teleport tiles, your item is gone but the trap will stay green a while and you can safely cross it. For non-teleport traps, the activated trap is safe to cross, plus you can turn around afterwards and retrieve your item.
19  Feedback / DevLogs / Re: Delver on: August 30, 2012, 07:06:14 PM
Arrows! yay!

Got everything but crystals now... unless... are there other mesh objects I can't see?
20  Feedback / DevLogs / Re: Delver on: August 22, 2012, 06:56:55 PM
Minimap works for me!  Meshes still not, though.  Sad

Keys are super responsive. 

Thanks for adding the # of charges to the Wand pick-up dialogue.  I hated having to hit Z to check if it was an empty wand I threw away before.
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