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878018 Posts in 32899 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 02:34:49 AM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Author Topic: Delver  (Read 227324 times)
ajf
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« Reply #570 on: May 29, 2012, 02:46:27 AM »

HQ is HD? There is a difference.  Wink
HR would be more accurate - high resolution
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« Reply #571 on: May 29, 2012, 06:19:09 AM »

I'm waiting for someone to make this texture pack Smiley

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MrDaaark
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« Reply #572 on: May 29, 2012, 06:34:37 AM »

Lots of talk about an over world here.

I think one of the best things about Delver is it's simplicity, and it needs refinement instead of feature creep. An over world shouldn't be used to expand the game into some epic thing that will burn out Interrupt, and never get finished.

I think the best use of an overworld would be a small area where you descend into the dungeon at the start of the game, and then get trapped in, only to emerge at the end with the orb. Then you can decide what to do with the orb  like keep it for yourself, give it to someone who needed it, destroy it, etc. Then you get some epilogue text that tells you what happened.

Keep it simple. I love the 'push start and begin playing immediately' mentality of the design.

As for the dungeon itself, we've gotten a bunch of different builds this month and the algorithm for the random layout keeps changing. At one point it had more rooms, then and now in the most recent android builds, it seems to favor long cavern-like hallways. We get very strange things like a wall with a bookshelf in the middle of a pool of water, etc...

Maybe it would be best to decide what each floor is, and have a different texture atlas and algorithm for each?


Level 1 - Mine shaft type place leading to hole where underground complex was discovered.

Level 2 - Cavern (Cave based algo)
Use bats, rocks, and water. Maybe (un)dead miners.

Level 3 - Maze (Hallway based algo)
This is to hide the entrance to the boss's domain. Maybe a puzzle needs to be solved to reveal the exit? Then use a unique texture set to make it look like a magical hall of illusion type thing.

Level 4 - Dungeon / Prison / Slave quarters(room based algo)
This is where the miners and others are kept until the wizards are ready to experiment on them and transform them into their minions. Lots of hallways that lead to small cells. Possibly with a boss that has a key that you use to free the prisoners, and then you can get to the exit when you save them all.

Level 5 - Area filled with horrific Wizard's creations
This is the area where the prisoners were taken to and turned into undead miners and worse things.

Level 6 - Library / Lab / Wizard's chambers (Rooms based algo)
Lots of little laboratories and libraries, and you fight the wizards here. Perhaps the exit can be the bookstand object I gave you, and you must find all the pages to open the path to level 7?

Level 7 - Evil lair with the altar containing the orb
Basically this just leads to the big room where the orb is kept, and the last boss is using it for some kind of ritual. No need for it to be random. Just design a nice arena for a boss fight.

Then you return, orb in hand, to the over world. The orb being able to clear the cave in debris that locked you in? Maybe the orb needs to consume those skull objects that are laying around to reach it's full power? Maybe feeding it the skulls is the alternative to it feeding on your soul, making you either a hero or a villain when you get back out.
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Joshua
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« Reply #573 on: May 29, 2012, 07:02:34 AM »

I'm waiting for someone to make this texture pack Smiley

image

I'm still working on mine, but I'm still on holiday for another week!  Grin

Are those textures from Daggerfall? Or Ultima Underworld?
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« Reply #574 on: May 29, 2012, 07:45:50 AM »

http://www.intrrpt.com/downloads/delver/Delver-alpha-5-29-12.zip

* Better layout on the Options Screen
* Options screen resizes to fit screen size
* Added UI / HUD Size slider to the options screen
* New item type - food!

Right now food just heals you slightly, I'm thinking of taking out the automatic health regen and have food give you the same health regen status effect for a time.

Are those textures from Daggerfall? Or Ultima Underworld?

Those are from Daggerfall Smiley
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« Reply #575 on: May 29, 2012, 08:06:31 AM »

I am running windows 7 pro 32 bit

I still have the problem of the escape key shutting down the game and going to level 2 shuts down the game.

I have put it into another folder and the desktop but it still does the same thing.

Has any one fixed this or is this still a known issue?
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Jasper Byrne
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« Reply #576 on: May 29, 2012, 04:25:07 PM »

This looks right up my street.  I couldn't gauge from your first post, but is a Mac version already available?  Would love to play!
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ajf
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« Reply #577 on: May 29, 2012, 04:29:01 PM »

This looks right up my street.  I couldn't gauge from your first post, but is a Mac version already available?  Would love to play!
Well, Java works on Mac OS X, and Interrupt develops on Mac OS X, what do you think?
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Jasper Byrne
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« Reply #578 on: May 29, 2012, 05:30:57 PM »

I'm awfully sorry I don't know the ins and outs of Java (eg is it tied to a specific platform as Flash can optionally be via projectors / Air.) So please forgive my foolish question.

But anyway, that's great, I'll be giving it a go tomorrow!
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« Reply #579 on: May 29, 2012, 06:20:04 PM »

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« Reply #580 on: May 30, 2012, 01:11:05 AM »

I'm awfully sorry I don't know the ins and outs of Java (eg is it tied to a specific platform as Flash can optionally be via projectors / Air.) So please forgive my foolish question.

But anyway, that's great, I'll be giving it a go tomorrow!

Java runs in a virtual machine sitting on top of your OS, Java stuff will work on any machine that can use the JRE (Java Runtime Environment)
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« Reply #581 on: May 30, 2012, 07:49:09 AM »

http://www.intrrpt.com/downloads/delver/delver-alpha-5-30-12.jar

* Android related fixes to the options screen, will be pushing out an update with it today
* Working towards a unified spell system, where the spells attached to a monster, wand, or scroll can be data driven
* Added a beam spell using the above spell system! Attached to the lightning wand right now
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SoHaunted
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« Reply #582 on: May 30, 2012, 12:09:17 PM »

http://www.intrrpt.com/downloads/delver/delver-alpha-5-30-12.jar

* Android related fixes to the options screen, will be pushing out an update with it today
* Working towards a unified spell system, where the spells attached to a monster, wand, or scroll can be data driven
* Added a beam spell using the above spell system! Attached to the lightning wand right now

Looking forward to the android update today Smiley, just wondering but will the update include some of the added features you've put in the past few updated jars or will it mainly be the new option screen?

Cheers.
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« Reply #583 on: May 30, 2012, 12:27:32 PM »

Looking forward to the android update today Smiley, just wondering but will the update include some of the added features you've put in the past few updated jars or will it mainly be the new option screen?

Cheers.

It's out now, it's up to date with the latest desktop version.
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SoHaunted
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« Reply #584 on: May 30, 2012, 12:57:44 PM »

Looking forward to the android update today Smiley, just wondering but will the update include some of the added features you've put in the past few updated jars or will it mainly be the new option screen?

Cheers.

It's out now, it's up to date with the latest desktop version.


Wooww lol, the play store pushes out updates so quickly lol. Updated and giving it a try now thanks!

Edit:

Quick update, the options screen looks really good and to the point. Being able to resize the UI and buttons is awesome :D
« Last Edit: May 30, 2012, 01:42:17 PM by SoHaunted » Logged
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