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PompiPompi
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« Reply #15 on: March 02, 2012, 09:56:02 PM » |
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Hmm, I played it a bit. Was there anything else to do except stabbing those thieves and throwing skulls? Also, what does those brown rat(?) things do? I couldn't hit them and it seemed as if they slow me down or something. But that might be just my impression.
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 Kickstarter? no no no... it's Kicksucker...
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JigxorAndy
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« Reply #16 on: March 03, 2012, 12:48:13 AM » |
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I downloaded it and gave it a go. It's pretty fun so far. I really like the atmosphere, and the lighting you've done has helped a lot with that. I did however run into a bug where an enemy hit me when my back was close to a wall. I got stuck in the wall and couldn't move (I could also see through the wall/clipped through it). Keep it up! 
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peous
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« Reply #17 on: March 03, 2012, 08:57:08 AM » |
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Hi Tested a bit; my mouse don't work, don't know if you handle it yet but it's painful keyboard-only. Anyway, it seems quite nice, but maybe you could use the lights more (for example make some dynmaic lights, on monsters or so) as it seems it's the main feature you're working on. Technically speaking, I don't really get how lights light around, the area does not seems round, but there is not shadow either... I'm confused. By the way I also played the other version http://www.intrrpt.com/projects/crawl.html, that seems different (more monsters ?) and it's really hard !! Good luck!
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Interrupt
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« Reply #18 on: March 03, 2012, 09:53:26 AM » |
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Hmm, I played it a bit. Was there anything else to do except stabbing those thieves and throwing skulls? Also, what does those brown rat(?) things do? I couldn't hit them and it seemed as if they slow me down or something. But that might be just my impression.
Right now there's not much to do besides making it to the third floor, where that maze is. I think that maze level will be where things start being randomly generated, and the first two floors will be static tutorial areas. The rats are a test of non-hostile critters, they're basically decorative. Thought it would be nice to have small bugs and things crawling around. Technically speaking, I don't really get how lights light around, the area does not seems round, but there is not shadow either... I'm confused.
Since my levels are at a basic level 2d grids like in any roguelike, I can use common techniques like line of site to have the lights light up the world on a per tile basis. I didn't like the hard edges between tiles, so I've just blended them by increasing the lightmap resolution by 4 and using those per tile vertex. That other version is the first software raycast iteration, back then before you could knock enemies back. Need to find a balance, right now combat feels too easy.
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« Last Edit: March 03, 2012, 11:34:23 PM by Interrupt »
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« Reply #19 on: March 03, 2012, 10:02:56 AM » |
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Updated the OP with a download link to a runnable version instead of the problematic applet.
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« Last Edit: March 03, 2012, 11:35:05 PM by Interrupt »
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kitheif
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« Reply #20 on: March 04, 2012, 10:49:37 PM » |
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Dem 3d sprites. Very cool, keep it up!
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« Reply #22 on: March 05, 2012, 09:25:45 AM » |
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Had a productive morning and implemented saving, loading, and permadeath - now it's almost a roguelike! Can test it out by downloading the latest version.
It currently only saves on quit, probably should also save during level transitions. There's support for multiple save slots but until I add a start menu it's always using slot 1.
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kamac
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« Reply #23 on: March 05, 2012, 09:32:42 AM » |
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Yay. It looks quite cool Nicely done graphics.
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« Reply #24 on: March 07, 2012, 08:55:41 AM » |
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Making more progress, have the start of an inventory system now and made wands with projectiles that you can zap at things from afar.  For the inventory I think I'll have a hotbar (shown above) that you can use the number keys (or tap with a touchscreen) on to equip / use items along with a pack space grid (5 x 3?) that will be shown by bringing up the inventory screen. Alternatively, I could simplify things by expanding the hotbar and using it as the actual inventory and not need an inventory screen at all - at the loss of not being able to lug tons of stuff around. If I did that I'd expand the bar to 10 or 12 slots and reserve the first five for equipped items: Weapon, Chest Armor, Leg Armor, Ring, and Amulet. Any thoughts?
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« Last Edit: March 07, 2012, 09:27:47 AM by Interrupt »
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Ben_Hurr
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« Reply #25 on: March 07, 2012, 09:25:30 AM » |
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Delver (name not finalized) is a project I've been working on to combine the mechanics of games like Ultima Underwo- ...
You had me at ultima underworld. <3 edit: After playing it for awhile, it definately needs an automap.
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« Last Edit: March 07, 2012, 10:02:52 AM by Ben_Hurr »
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Nate_G
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« Reply #26 on: March 07, 2012, 04:11:57 PM » |
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Love it, you may be creating a serious problem for me here  Keeping a close eye on you.
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Franklins Ghost
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« Reply #27 on: March 07, 2012, 05:31:44 PM » |
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Like the unobtrusive hotbar and would be happier hitting a button for the full inventory then having more of my screen taken up while playing.
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« Reply #28 on: March 08, 2012, 09:17:34 AM » |
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Woo! There's a sorta working inventory system in but until I add in screen switching support it's just the hotbar portion. The 1- 6 keys equip or unequip an item, and the last unequipped item is selected in red and can be dropped via the 'Q' key. Try it out!It works for now but I'm not happy with the selecting items to be dropped process, it may work better if pressing the number key for an item makes it your currently held item, and then for held items Q would drop it and Space would use it: either attack, drink, or equip depending on the item type. Zap!
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peous
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« Reply #29 on: March 09, 2012, 01:54:07 AM » |
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Hi, Is this version online also ? It's more easy for me to test within a webpage...
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