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

December 29, 2014, 03:56:21 AM
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Dayvi
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« Reply #2780 on: September 10, 2013, 04:51:15 AM »

All of them! :D
Moster variety = awesome!
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« Reply #2781 on: September 10, 2013, 09:05:07 AM »

  • Consistent potions.
    • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.

Also saw this pointed out in the preview over at rockpapershotgun. I could have sworn it used to be that they were random between saves but consistent in each save. Bug?
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« Reply #2782 on: September 10, 2013, 10:09:57 AM »

  • Consistent potions.
    • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.

Also saw this pointed out in the preview over at rockpapershotgun. I could have sworn it used to be that they were random between saves but consistent in each save. Bug?

After reading that article I went back and scoured through the potion randomizer to make sure it was working correctly - it saves a random seed on the player at game start that is used to shuffle the potion effects. It assumes that the potions are loaded from the data file in the same order every time though, maybe it's the lower level loading code that's returning the potions in a different order on some systems.

I got a chance to spend a bunch of time with Eldritch last night, that along with the RPS article has me thinking about what kind of between game persistence should exist. I know I want some kind of progression between deaths, but I don't want to turn Delver into some kind of grind-to-win game like Rogue Legacy. If anything, it should just allow the player to plan ahead a bit for the next run.

After mulling it over, here's the road I think I want to head down:
* Add currency in the form of gold pieces. Could be found in the dungeon as loot, and dropped by monsters
* Shops and shopkeepers - to buy and sell items from
* Banks - safe deposit boxes and currency storage. When you die, some or all of your gold would automatically be deposited into the bank (Life insurance Smiley)
* Starting area with a shop and a bank - can spend gold here to prepare for your run
* Randomly generated shops and banks in the dungeon, or a halfway down town

All of them! :D
Moster variety = awesome!

That would be super hard to animate, unless we had a system that would just swap out a random head on a body. Which is not that bad of an idea Smiley
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« Reply #2783 on: September 10, 2013, 10:55:50 AM »

Speaking of a pre-dungeon area, I've still got that outdoor test handy. How is that aspect coming along, if any progress was made at all?
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« Reply #2784 on: September 10, 2013, 11:01:50 AM »

Speaking of a pre-dungeon area, I've still got that outdoor test handy. How is that aspect coming along, if any progress was made at all?

I'll probably end up using that infinite world tech for what comes next after Delver, the starting town will be a small limited area. Making an infinite world worth exploring will be a ton of work, may as well be a whole new game.
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« Reply #2785 on: September 10, 2013, 11:21:51 AM »

Speaking of a pre-dungeon area, I've still got that outdoor test handy. How is that aspect coming along, if any progress was made at all?

I'll probably end up using that infinite world tech for what comes next after Delver, the starting town will be a small limited area. Making an infinite world worth exploring will be a ton of work, may as well be a whole new game.

Sounds even more interesting!
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« Reply #2786 on: September 10, 2013, 01:46:37 PM »




After mulling it over, here's the road I think I want to head down:
* Add currency in the form of gold pieces. Could be found in the dungeon as loot, and dropped by monsters
* Shops and shopkeepers - to buy and sell items from
* Banks - safe deposit boxes and currency storage. When you die, some or all of your gold would automatically be deposited into the bank (Life insurance Smiley)
* Starting area with a shop and a bank - can spend gold here to prepare for your run
* Randomly generated shops and banks in the dungeon, or a halfway down town

All of them! :D
Moster variety = awesome!

That would be super hard to animate, unless we had a system that would just swap out a random head on a body. Which is not that bad of an idea Smiley

YESSSSSSSSSSSSSSSSSSSSSS.  YES.  DO IT.  PLEASE.

ALL OF THIS.
And more Wink
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« Reply #2787 on: September 10, 2013, 01:53:43 PM »

A little late, but congrats on getting onto steam.
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« Reply #2788 on: September 10, 2013, 02:29:57 PM »

  • Consistent potions.
    • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.

Also saw this pointed out in the preview over at rockpapershotgun. I could have sworn it used to be that they were random between saves but consistent in each save. Bug?

After reading that article I went back and scoured through the potion randomizer to make sure it was working correctly - it saves a random seed on the player at game start that is used to shuffle the potion effects. It assumes that the potions are loaded from the data file in the same order every time though, maybe it's the lower level loading code that's returning the potions in a different order on some systems.

I got a chance to spend a bunch of time with Eldritch last night, that along with the RPS article has me thinking about what kind of between game persistence should exist. I know I want some kind of progression between deaths, but I don't want to turn Delver into some kind of grind-to-win game like Rogue Legacy. If anything, it should just allow the player to plan ahead a bit for the next run.

After mulling it over, here's the road I think I want to head down:
* Add currency in the form of gold pieces. Could be found in the dungeon as loot, and dropped by monsters
* Shops and shopkeepers - to buy and sell items from
* Banks - safe deposit boxes and currency storage. When you die, some or all of your gold would automatically be deposited into the bank (Life insurance Smiley)
* Starting area with a shop and a bank - can spend gold here to prepare for your run
* Randomly generated shops and banks in the dungeon, or a halfway down town

All of them! :D
Moster variety = awesome!

That would be super hard to animate, unless we had a system that would just swap out a random head on a body. Which is not that bad of an idea Smiley

Sounds like Pokemon Mystery Dungeon.  Anyways cool!  What happened to the leveling up and being able to pick stat upgrades?
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
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« Reply #2789 on: September 10, 2013, 08:40:53 PM »

Sounds like Pokemon Mystery Dungeon.  Anyways cool!  What happened to the leveling up and being able to pick stat upgrades?

Still planned, that's not persistent progression though.
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« Reply #2790 on: September 11, 2013, 02:46:28 AM »

I haven't tried this game in a long while, but I just saw it on Steam under a 7€ price tag. I'm guessing a lot of content has been added to warrant that price, but I'm curious as to whether combat has been refined or not? Last time I tried it, the game became very repetitive quite fast, and watching the video on Steam, I didn't see any new combat animations...
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« Reply #2791 on: September 11, 2013, 03:10:40 AM »

I haven't tried this game in a long while, but I just saw it on Steam under a 7€ price tag. I'm guessing a lot of content has been added to warrant that price, but I'm curious as to whether combat has been refined or not? Last time I tried it, the game became very repetitive quite fast, and watching the video on Steam, I didn't see any new combat animations...
Chad can correct me if I'm wrong but, I believe that's planned.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
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« Reply #2792 on: September 11, 2013, 03:37:36 AM »

Made an account on here just to say: This game is fantastic. Didn't hear about it until I saw it on Steam, and now I'm in love. I'm really glad it was Greenlighted, keep up the good work  Beer!
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« Reply #2793 on: September 11, 2013, 05:10:28 PM »

I have bought this on android and pc do i have to buy this agian on steam?  Who, Me?
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« Reply #2794 on: September 11, 2013, 06:03:29 PM »

I have bought this on android and pc do i have to buy this agian on steam?  Who, Me?

If you bought it for PC on the humble site you can go on there and get your key, this guy posted how:

Seems the options is live now so here are some pointers for people who bought through humble and want to claim a Steam key.

Assuming you set up a humble store account:
1. Go to humblebundle.com/home
2. Log in.
3. Scroll down to the bottom where you'll find "Other Products"
4. Click the link that says Delver.
5. Click the link that says "Click here for your Steam key" and then the little Steam button.
6. There's your key, enter it in to Steam like any other.

If you did not create a humble account or for some reason don't have your Delver purchased tied to it (since it's possible to buy without logging in and the forget to claim the page) you'll have to find either your confirmation email of the purchase or hope that you made yourself a bookmark.
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« Reply #2795 on: September 14, 2013, 05:36:36 PM »

Hey man!  I love the game and really hope that you take it as far as its pretty little pixels can go.

May I perhaps offer some suggestions for later development?  I know this game is your baby, but it would be such a shame if it turned out to be just another clone, just another game trying to be another game...

I know you're working on character sheets and character classes, and thats an exciting topic for me being a lifelong RPG/D&D junkie.

Typically RPG classes are relatively basic, which is good in that players know what they're getting.  But I think having some wilder classes might help you stand out from the pack. 

I always love prestige classes as a way to make characters grow and become more unique, more representative of the player.  Say, starting out as a rogue and leveling up to be an assassin, or cat burglar, or invisible man...like a bogey man or something.  Or starting out as a magician and later choosing to specialize in witchcraft (you'd have to define what that means) or elementalism, voodoo, demonology, transdimensional feats, or something like that.  Warriors can grow up to be halberdiers, duelists, bar brawlers, berserkers, or samurai. Rangers can become more like native americans (spirit walkers?) or Aztec Jaguars or like aboriginals, or just Wanderers.  And why not let the player mix and match?

I've always thought it could be cool to have a Scholar class (or sub class), and to choose what sorts of things you want to study:  poisons, or telepathy/telekinetics, or treasure lore, medicine, etc.  Maybe every character class gets to choose two things to study (out of a relatively long list) that can give them a host of passive and active skills?  And perhaps if you want to purely be a scholar you get to choose more areas of study, or an area of intense focus, or you progress through your studies more quickly.

I just always feel that people never take the design of RPG elements as far as I would like.  And I think that RPGs find their most loyal and loving fans in the details.  If you make a really complex and in-depth RPG character system thats also extremely satisfying and playable, then baby you got yourself a stew!  Er...then you're doing great!

Also, i think that having subtle passive skills can really make for a fun experience.  Perhaps on a separate sheet/sheets, where you get, say, five points per level and each point gives a 1%  increase in a given passive skill, or bush of skills.  Like, if you fight with a sword, you could increase the chances of normal things like knockback, bleed damage, or blocking with your sword.  But then you could also have more interesting passives, like kicking, backhand slaps, or, lunge attacks.  If you use lots of magic, maybe theres a chance that your spell will shatter on contact, or will cause D.O.T., or will cause some other random effect, like turn them into a golden statue, or into something like what happened with the trolls in Willow, but where the monster (maybe some sort of H.P. Lovecraft thing) fought for the side of the player!  Not as actual spells or skills, but as, "Hey, you know there's a slight chance that your arrows will make that thing go blind!"

I think adding elements of randomness and chaos are good ways to boost the pleasure of a single playthrough, and are GUARANTEED ways of getting replays and loyal fans.  So many games just follow suit and adhere rigidly to the classes a player picks, focusing on gameplay and only gameplay. 

But really, character design is a HUGE part of gameplay! 

Sorry, this is long and drawn out; I got excited and let my mind run.  But I've played your game and I think its wonderful.  And since it's alpha, I just had to throw you some ideas that I've been nursing all these years. 

Cheers, man!  Best of luck and I love the game!

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« Reply #2796 on: September 15, 2013, 12:45:18 PM »

Hey man!  I love the game and really hope that you take it as far as its pretty little pixels can go.

May I perhaps offer some suggestions for later development?  I know this game is your baby, but it would be such a shame if it turned out to be just another clone, just another game trying to be another game...

I know you're working on character sheets and character classes, and thats an exciting topic for me being a lifelong RPG/D&D junkie.

Typically RPG classes are relatively basic, which is good in that players know what they're getting.  But I think having some wilder classes might help you stand out from the pack. 

I always love prestige classes as a way to make characters grow and become more unique, more representative of the player.  Say, starting out as a rogue and leveling up to be an assassin, or cat burglar, or invisible man...like a bogey man or something.  Or starting out as a magician and later choosing to specialize in witchcraft (you'd have to define what that means) or elementalism, voodoo, demonology, transdimensional feats, or something like that.  Warriors can grow up to be halberdiers, duelists, bar brawlers, berserkers, or samurai. Rangers can become more like native americans (spirit walkers?) or Aztec Jaguars or like aboriginals, or just Wanderers.  And why not let the player mix and match?

I've always thought it could be cool to have a Scholar class (or sub class), and to choose what sorts of things you want to study:  poisons, or telepathy/telekinetics, or treasure lore, medicine, etc.  Maybe every character class gets to choose two things to study (out of a relatively long list) that can give them a host of passive and active skills?  And perhaps if you want to purely be a scholar you get to choose more areas of study, or an area of intense focus, or you progress through your studies more quickly.

I just always feel that people never take the design of RPG elements as far as I would like.  And I think that RPGs find their most loyal and loving fans in the details.  If you make a really complex and in-depth RPG character system thats also extremely satisfying and playable, then baby you got yourself a stew!  Er...then you're doing great!

Also, i think that having subtle passive skills can really make for a fun experience.  Perhaps on a separate sheet/sheets, where you get, say, five points per level and each point gives a 1%  increase in a given passive skill, or bush of skills.  Like, if you fight with a sword, you could increase the chances of normal things like knockback, bleed damage, or blocking with your sword.  But then you could also have more interesting passives, like kicking, backhand slaps, or, lunge attacks.  If you use lots of magic, maybe theres a chance that your spell will shatter on contact, or will cause D.O.T., or will cause some other random effect, like turn them into a golden statue, or into something like what happened with the trolls in Willow, but where the monster (maybe some sort of H.P. Lovecraft thing) fought for the side of the player!  Not as actual spells or skills, but as, "Hey, you know there's a slight chance that your arrows will make that thing go blind!"

I think adding elements of randomness and chaos are good ways to boost the pleasure of a single playthrough, and are GUARANTEED ways of getting replays and loyal fans.  So many games just follow suit and adhere rigidly to the classes a player picks, focusing on gameplay and only gameplay. 

But really, character design is a HUGE part of gameplay! 

Sorry, this is long and drawn out; I got excited and let my mind run.  But I've played your game and I think its wonderful.  And since it's alpha, I just had to throw you some ideas that I've been nursing all these years. 

Cheers, man!  Best of luck and I love the game!



I completely agree with this idea. Prestige classes are a wonderful idea as they allow for customization for the player themselves. I think that if classes were implemented they should be a starting point for players, giving armour, weapons, etc. Then you could eventually branch into your own individual direction. Prestige classes could give a sort of reward for branching into them or they could just be in name only. I really don't want prestige classes to inhibit my choices though. I've always thought roguelikes to be about versatility and variety where as in RPGs you have defined classes with their skills and most of the time can't branch outside. If you do decide to add magic than it would be wonderful. Branches of magic allow for a different approach to deal with situations.

Faced with a strong, slow monster? Branched in transdimensional magic? Teleport away or behind a monster to kill them! (Coughbackstabsplzcough.) Branched in something like hexes? Hex that monster and run away!

I REALLY like the idea of there to be subtle skills too. They add to the versatility of the game and add much more depth. Maybe that little skill in knockback will let you run away in time... Or maybe that skill in traps let you survive that teleport trap. I think these little things that save your life sometimes make roguelikes what they are.

I also like the idea of a item related class or skills. For example a alchemist could brew potions using herbs or something and a scholar could identify scrolls and possibly write them depending if they know the spell or not and if their skill in writing is good enough. Or use the items with an empowered effect This allows for items to stay useful endgame instead of going completely redundant if the floors go higher.

I also would like to have enchantments... Perhaps enchanting your own items with magic you know. Got a light spell? Perhaps you could enchant a weapon to have that spell allowing you to cast it with a weaker effect but with lower magic cost or make that weapon illuminate your surroundings when you smack someone with it. Or if your skills in that kind of magic is REALLY good then it would have a much better empowered effect. Now instead of just smacking them you blind them for a short duration! This would be an amazing concept I think. For example if there's a REALLY dark corridor ahead... Shoot a bow enchanted with a light spell and pow! The arrow lights up the way to let you see ahead! This could be done by players using rare items and sufficient skills in a magic type and they could just be found on the floor. Perhaps failing to enchant a weapon would lead to unpredictable (and quite fun) effects. For example if you mess up a light spell enchantment and you keep on using the weapon regardless the spell may work or it may just blind you (and maybe the enemy)! The possibilities would be endless. This discourages super duper high level enchantments that might be something like mega explosions or laser swords but allows players to add a little spice to their weapons by sticking to the low level enchantments like ignition spells. This makes mages somewhat useful if they have no mana so they can defend themselves using their enchanted weapons. Also if you do fail a super high level spell enchantment and keep the weapon BUT you're in a REALLY bad bind then you could gamble. For example if you have a failed hellfire sword but you're facing a super demon you could gamble and use the hellfire sword which could or could not work in your favour. I think this gamble is what makes roguelikes what they are. Do you use that mysterious potion that you have when you have 1 HP? Or do you try and run?

Also... if you do implement magic please don't make it restricted to staves/wands only... I personally think that inhibits the possible options that people have with magic and I personally think that inhibitions are horrible in roguelikes. Also maybe add branches of magic? Perhaps make skills work in a sort of tree system. If you're good at summoning perhaps there are branches beyond that specialize in demons or ghosts. If you're good at conjurations perhaps they could specialize in conjuring weapons or conjuring attacking spells. This would encourage players to specialize in one tree and maybe 1-2 others instead of become a super mage that can summon a dozen demons and shoot hellfire but can't shoot pebbles or something which is kinda similar to shooting hellfire. (They conjure stuff!)

Also... I know that this is what I want... But multiplayer? I think that this works exceptionally well with your game because of how fast paced it is sometimes. With other roguelikes you're encouraged to take your time and take slow and decisive moves because of how the enemies pause with you. For this game it's different. The game flows and it's quite exciting. With multiplayer this would be even more amazing. In the off chance that you do add multiplayer... Scale the enemies against the amount of players please. It would be no fun to have a bunch of players gang up on poor mages who can't fight back.
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« Reply #2797 on: September 15, 2013, 06:26:24 PM »

I prefer my games to be more simplistic, that's why I love Rogue so much and I'm not quite as keen on NetHack. But that's just one man's opinion.

But that's the main thing with videogames, is you can never make everybody happy. It seems to me like the best thing you can do is make the game that you want to play, and hope that other people like it too.
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« Reply #2798 on: September 16, 2013, 08:43:28 AM »


My nefarious plot with Delver is to get people interested in the more classic roguelikes without scaring them away immediately. Due to that I'm tending to not stray too far away from the classic roguelike tropes, class progression is a great idea but it seems like it would fit better into a longer game where you can notice the differences more than in a super fast game. If anything it would need to be Rogue Legacy style, where over time you can upgrade your classes to better ones.

I do have plans for character design but it's mainly going to just be up front class selection, and possibly some skills that can be upgraded on level up - most of those will probably be on the passive side of things like you described with weapon proficiencies.
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« Reply #2799 on: September 16, 2013, 08:52:06 AM »

I do have plans for character design but it's mainly going to just be up front class selection

Please let us pick randomly with a "Quick Start" button, as well Smiley
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