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879254 Posts in 32971 Topics- by 24360 Members - Latest Member: bbolton

May 23, 2013, 03:52:56 PM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Author Topic: Delver  (Read 230164 times)
yuotta
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« Reply #270 on: April 29, 2012, 06:46:32 PM »

Hey so here are some of my thoughts...let me know what you think.

1. I think there should be two modes, Story mode where like in the first versions, linear dungeons where you get keys to unlock doors and what not, find the boss and kill him. And then Adventure mode where the dungeons are randomly generated and then the point is to survive, or whatever - no Storyline.

2. Why does the grass follow you?
3. The inventory should be brought up by pressing a button on the keyboard, then the mouse should be able to interact. The whole 'Z' thing gets kinda fuzzy, sometimes I accidentally
click exit Sad
4. I hate pressing the wrong keys when I am running away from an enemy and then I use up my potions by accident..something you can do to fix that perhaps?
5. How about an Armor bar, so like Minecraft, above your health you see how much Armor you have left.
6. I think you were experimenting with different textures, but I think just a GUI overhaul might be all it needs.

That's all I can think of, I really enjoy playing this game!
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Arbitror
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« Reply #271 on: April 29, 2012, 07:09:23 PM »

Where is the save file stored? Every time I try a new version of Delver, I'm always in the original dungeon! (even though it should be random)

*Edit: I think I found them: C:\Windows\System32\save

That's an interesting place to save to! Also, I just gave myself a thousand hearts. Cheesy
« Last Edit: April 29, 2012, 07:18:33 PM by Arbitror » Logged
Interrupt
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« Reply #272 on: April 29, 2012, 07:35:10 PM »

2. Why does the grass follow you?
3. The inventory should be brought up by pressing a button on the keyboard, then the mouse should be able to interact. The whole 'Z' thing gets kinda fuzzy, sometimes I accidentally
click exit Sad

Grass is a billboarded sprite like all the other objects - I did have a version that made it a flat plane but that looked weird too,  I could re-enable it and see what people like better.

Inventory can be brought up directly with the 'i' key, is that what you were wanting?


Where is the save file stored? Every time I try a new version of Delver, I'm always in the original dungeon! (even though it should be random)

*Edit: I think I found them: C:\Windows\System32\save

That's an interesting place to save to! Also, I just gave myself a thousand hearts. Cheesy

Save folder should end up wherever you ran the Delver jar from - not sure why it ended up there for you.
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Arbitror
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« Reply #273 on: April 29, 2012, 07:42:45 PM »

It is weird... Perhaps because java is running with admin rights? Also, I found a bug: hitting the edge of two ceiling blocks with a wand will cause all the particles to spawn in one point and fall, instead of being given a random velocity resulting in an explosion. I assume the projectile is colliding in-between the two blocks?

Keep the billboard graphics! Beer!
« Last Edit: April 29, 2012, 08:02:00 PM by Arbitror » Logged
yuotta
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« Reply #274 on: April 29, 2012, 07:54:40 PM »

Ah I prefer the 'I' key much more! My only other thing still though is, lets say I have a health potion and I press 4 to select it but I'm unsure if I want to use it or not but because I pressed 4 it already used it. Definitely should overhaul the GUI and or make it so you select the potion first by pressing whatever hotkey its on, and then like right click to use it or something.
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inathanlite
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« Reply #275 on: April 30, 2012, 05:18:38 AM »

Will online multiplayer ever be introduced to the game? Me and my friend was talking about this in college and it would be so awesome if we could do some sort of co-op through delver.
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« Reply #276 on: April 30, 2012, 05:53:38 AM »

Thanks for everyone that bought the Android version!
It's doing well enough that I can continue working on Delver daily and keep up the current pace.

Spent some time thinking this morning about what's needed most right now, came up with a shortlist of stuff to work on next:

Item system
  * flesh out the random item generator with item condition and enchantments (eg: Fine Iron Shortsword of Fire)
  * add pants, hats, and rings / amulets
Add a magic system to support more than just missile projectiles
  * spells will be available in the form of scrolls and wands until the mage class is added
  * add status effects (poison, slow, frozen, burning)
  * make cone, area of effect, and beam spell types
Level generator
  * Add cave and temple level themes to the dungeon generator
  * Make rare feature rooms with vaults and special encounters

Will online multiplayer ever be introduced to the game? Me and my friend was talking about this in college and it would be so awesome if we could do some sort of co-op through delver.

My plan for this project has been to put it out in the world and let suggestions from players steer where it goes - meaning that if enough people want multiplayer eventually it'll end up on the 'todo' list.



Worked on some boring but needed stuff today - here's the first rough draft of the main menu (working in todays snapshot)
« Last Edit: April 30, 2012, 08:08:23 AM by Interrupt » Logged
architech7
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« Reply #277 on: April 30, 2012, 08:18:57 AM »

Great improvements on the touch controls, for me its perfect now. I did run into some serious lag when confronted with 3 mobs in a room... But it could just be my phone too. (Droid Incredible 2). In one spot a mob was constantly shooting at me while on a lower level of ground because he  couldnt find a way up to my level. The new action button is sweet but kind of in the same area as the look controls but its not a big deal at all. I like the idea of different themed levels. It would be awesome if their could be many different challenges and ways to "win" the game, which could make room for addon-quests or whatever. The spells idea will be great. The menu system with multisaves is legit! Appreciate your hard work!
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Joshua
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« Reply #278 on: April 30, 2012, 11:24:31 AM »

Interrupt
Keep up the great work! I'm really enjoying following your development, it's getting better with each version.

I think having more variety in the hand made rooms would help, at least in terms of replayability. I really like your idea of having some rooms more scarce than others.
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Interrupt
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« Reply #279 on: April 30, 2012, 11:55:51 AM »

Interrupt
Keep up the great work! I'm really enjoying following your development, it's getting better with each version.

I think having more variety in the hand made rooms would help, at least in terms of replayability. I really like your idea of having some rooms more scarce than others.

Thanks for the encouragement! The secret sauce for this project has been working on it every day, and trying to have a releasable version at the end, even if the change is a small one. It seems so simple and cliche but it's been working.

The dungeon generator does need a bunch more room layouts, like there's only nine corner tiles made so far when it really should be at the very least double that. I also want to add some randomness into each of those layouts as well. The map format has a few unused channels and I'd like to use one of them to control the likelihood of a feature appearing - so that even the same base layout could have walls and rooms that don't always appear.
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Joshua
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« Reply #280 on: April 30, 2012, 02:37:16 PM »

Your approach to development is sound. At work we use an agile software development methodology and I am a believer. Release frequently and listen to your users.

I believe I read somewhere that when making The Binding of Isaac, Edmund made hundreds of rooms. Not that I'm saying you need to make that many, but it helps sell the procedural/unique-each-play aspect. Because Delver isn't that big, I think the more unique each game is, the better.
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TheNite
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« Reply #281 on: May 01, 2012, 07:55:26 AM »

I have been working on another mod! It's still a WIP though. As of now it adds more rooms to the dungeon generator and a few new weapons like warhammers and throwing knives. I think it might be ready by the end of the week. Mabye. I'm also working on a tutorial for making dungeons. I love all of the new updates! Keep em' coming! Smiley



EDIT: Sorry for the giant picture.  Shrug
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I make Delver mods and modding tutorials! Feel free to send me a PM if you have a Delver related modding question!
Interrupt
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« Reply #282 on: May 01, 2012, 08:57:45 AM »

In lieu of any more information about what TheNite is doing I've analyzed and enhanced his screenshot pixel by pixel and found some stunning results:

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TheNite
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« Reply #283 on: May 01, 2012, 09:31:12 AM »

I didn't even notice the bat when I took the picture! Shocked Old bat is always watching...
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I make Delver mods and modding tutorials! Feel free to send me a PM if you have a Delver related modding question!
Franklins Ghost
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« Reply #284 on: May 01, 2012, 03:16:36 PM »

This game is coming along nicely, congratulations on the success you're having with it.

Are you working on adding any new enemies at the moment?
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