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ImHereForDelver
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« Reply #1080 on: July 17, 2012, 10:27:20 AM » |
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Quick question; Does anyone ever use my soundpack anymore or is it obsolete?
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AAaAaAah
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« Reply #1081 on: July 17, 2012, 10:47:21 AM » |
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http://www.intrrpt.com/downloads/delver/delver-alpha-7-17-12.jar* Tracked down some memory leaks, including a bad one on level change * Lightmap data is now only stored for tiles that actually need it, saving a ton of memory for most levels * Performance improvements for mesh rendering * Moved all decoration spawning from being hardcoded to being in the dungeon generator info.dat files * info.dat entries without a set pixel will match to empty tiles I think that about wraps up this engine improvements sprint, next will be working on the stats / class system I think crashes during the making dungeon screen, the window just closes, no stopped working or any of that, it just crashes.
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Seiseki
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« Reply #1082 on: July 17, 2012, 11:06:12 AM » |
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The un-modded version doesn't crash for me.
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ninja
Level 1
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« Reply #1083 on: July 17, 2012, 11:44:11 AM » |
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Personally I don't see how classes fit into this while weapons and magic are so basic.
I think spells, elemental damage and at the same time, monsters, could use some more variety. Like being able to charge wands for bigger projectiles, different projectile speeds and rate of fire.
The one thing I think will add the most variety and awesomeness is having Fire, Ice, Electricity and magic work differently. Poison already drains your HP, but fire does not. Ice should slow or stun, electricity jump from one target to the next, possibly also stunning. Along with particle effects when you attack with weapons that have elemental damage. This would really improve the game as a whole, since both player and monster spells and weapons (monster attacks) would act differently depending on damage type.
I personally like the idea of character classes and stats, however I also like your ideas for wands and other attack changes. They would make a nice addition to the game. But stats and classes are a common thing in the RPG game world. Plus it would add another aspect to the game. Therefor making it better.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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Seiseki
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« Reply #1084 on: July 17, 2012, 12:32:06 PM » |
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Yeah, but classes and stats depend on there being stuff that can change. Stats are easy, since it's just the ability to increase stuff that's already there damage, movement speed, health, attack speed, etc.
But what would classes do? They'd require a lot of new stuff being introduced. Since with classes you're usually specializing in something, like magic, damage, taking damage, being speedy. And right now, specializing would just mean you'd lose the variety that currently exists. *Epic Staff of doom drops* "nooo.. I have to use swords because I'm a warrior.."
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ninja
Level 1
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« Reply #1085 on: July 17, 2012, 12:45:41 PM » |
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Class don't mean that you can't use certain weapons all of the time. It just means that the item dosen't do as much as the class that specializes in it. Classes also mean that you can have abilitys that no other class can use. Also I am sure that we will have only the basics to start with of a class and stat system.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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Seiseki
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« Reply #1086 on: July 17, 2012, 03:09:31 PM » |
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Yeah, I'm curious what interrupt actually intends to do with classes. At the moment we can just speculate.
Interrupt, I'm wondering about the info.dat, is it possible to define item spawns, player spawn and ladders up/down? This way you could make your own entrances/exits and items could spawn on top of tables.
I'm also wondering about 'colSize:' since atm you can only have square objects.
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Joshua
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« Reply #1087 on: July 17, 2012, 03:19:57 PM » |
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I prefer classless systems myself. I think the equipment/items you end up primarily using determine your "class." I.e. My play style is melee weapons only, no wands/magic/potions. So I guess that makes me a fighter.  I'd like to see equipment play a more interesting part of Delver. Like the lighter armors have a dodge bonus, and the heavier ones have a negative to magic use. I enjoy systems that balance all equipment out, such that there isn't a strictly linear progression.
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ninja
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« Reply #1088 on: July 17, 2012, 03:26:57 PM » |
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You have a point. I guess I want things like stats and abilaties and magic.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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Seiseki
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« Reply #1089 on: July 17, 2012, 04:29:40 PM » |
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Yeah, personally I just use whatever I find and switch depending on situation. I think a perk system would suit delver, where you can pick from a list, possibly a random one. Stuff like life-steal (melee weapons steal a % of life on each attack), thorns (damage to enemies when they hit you), magic shield(replenish when you kill enemies with magic). Specific things that you can build your own class with. Joshua, what's wrong with potions?  And with no wands, how the hell do you kill spellcasters? xD
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ninja
Level 1
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« Reply #1090 on: July 17, 2012, 04:40:19 PM » |
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I also think that spells should be added that come from the player and not a wand or scroll. So that would mean adding mana as well. Spell classes could be Fire,Ice,Storm and Magic. Some spells could be like;
Fire Ice Storm Magic
Ember Cold Spark ? Fire Ice Storm Magic Inferno Blizzard Hurricane ?
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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Joshua
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« Reply #1091 on: July 17, 2012, 04:46:57 PM » |
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@SeisekiAbout the potions, I usually can find enough food to keep myself completely healed. So I use potions to trigger traps. For the spellcasters: I keep a wall between me and them as long as I can, then leap around the corner and stab them in the face! 
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Seiseki
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« Reply #1092 on: July 17, 2012, 04:55:57 PM » |
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Haha, but those damn eyes, especially in open areas! :D
I'm still playing around with info.dat and one thing hit me, what if you could break them? Smash them to pieces, cut the grass like in Zelda! You could break torches, crush skulls, I think it would be a fun detail that would be very enjoyable!
Also, items spawning when you break stuff, like edible mushrooms, I think that could be really interesting! You could even build a crafting system based on it, haha.
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Joshua
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« Reply #1093 on: July 17, 2012, 05:00:31 PM » |
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... You could even build a crafting system based on it, haha.
Let's not get carried away now... Let's keep it nice and roguelike in here. 
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Seiseki
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« Reply #1094 on: July 17, 2012, 05:13:13 PM » |
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... You could even build a crafting system based on it, haha.
Let's not get carried away now... Let's keep it nice and roguelike in here.  Haha, I know.. But Dungeons of Dreadmore has crafting  Also, back to the info.dat, it seems I can't specify which pixel that random decorations should appear on. If I remove the pixel info it spreads on every floor tile, if I add the pixel info it doesn't show up at all. If possible, move the chance variables into 'spawns: [{ }]' so a pixel can be defined and then a bunch of decorations for that pixel. eg. class:com.interrupt.dungeoneer.generator.GenInfo, comment: "Grass", pixel:"006400", floorTex:32, wallTex:32, spawns: [ { class:com.interrupt.dungeoneer.entities.Sprite, chance: 0.02, clusterCount: 2, clusterSpread: 0.5, tex: 13 } { class:com.interrupt.dungeoneer.entities.Sprite, chance: 0.05, clusterCount: 3, clusterSpread: 0.3, tex: 14 } ] },
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« Last Edit: July 17, 2012, 05:53:54 PM by Seiseki »
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