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878096 Posts in 32905 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 06:18:33 AM
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TheNite
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« Reply #1095 on: July 17, 2012, 05:53:06 PM »

You could even build a crafting system based on it,haha.

Crafting potions would be neat. Nothing complex though. Maybe if you find a potion that will hurt/poison you, add some ingredients to change it. You can chop a few mushrooms to add to the potion, add some bone meal from skulls, etc. You would need a way to identify potions first before this would be used though. Maybe like the minor to powerful potion idea I posted MANY pages ago?
 
Quote
I like the idea of identifing potions. Potions could be from Minor to Powerful. Minor potions could posion or heal you a little bit while Powerful potions could add extra hearts or kill you in an instant. Minor would be cheaper than Powerful to indentify. Something like that, I'm just throwing out ideas.  Smiley

This would be used commonly on the rare powerful potions. If you identified one that would kill you, add ingredients to reverse the effects of the potion. Or make it worse. Powerful Potion of Stinging Poison with Bloody Death of Pain would be the ones I make knowing my luck! Cheesy
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ninja
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« Reply #1096 on: July 17, 2012, 06:14:30 PM »

I think that when stats and classes are added you should be able to buy a spell with skill points that let you use some mana to identify a potion or make it what you want it to be.  Also rare potions would be cool.
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Interrupt
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« Reply #1097 on: July 18, 2012, 09:31:08 AM »

The Nexus 7 I preordered arrived yesterday, finally have a good tablet for testing Delver on. Using it I was able to finally track down that Android multitouch bug that makes you throw hotbar items, so I might be putting out a new version tonight since that's a pretty big issue.

Other than that I was attempting to track down that jitter issue that appears when you move through floors, but goes away if you quit the game fully and load your save. Nothing jumped out at me in the cpu / memory monitoring graphs but I did find that it goes away when music is disabled (volume fully down) so it may have something to do with the music decoding. If you get the jitter issue, try turning off the music and seeing if that makes things better.

Also started on a proof of concept level / dungeon tile editor that can be used in-engine to load and save the level and height files. Still pretty early, right now it loads a set file and lets me fly around.

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.
Code:
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
}
]
},

Can you send me a zipped mod folder that has a level / pixel combo that doesn't spawn? Didn't have any problems with that yesterday when I was messing around, was using the torch pixel (ffb800) for most of my testing.

You can define multiple entries that use the same pixel value to do that example above. Not the cleanest, but introducing the percentages and clustering options into the spawned items causes other problems.

Oh, and you can spawn loot with one of those info.dat entries, that's what the marker field is used for. Here's all the possible values for that currently:
markers: none, torch, monster, loot, key, boss, door

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).

An elder scrolls like stats / skills system would be nice too, Dungeons of Dredmor uses it pretty effectively. Character creation then would be setting up your initial stats (strength, agility, speed, magic, endurance) and then picking some starting skills.

With that a sword build character could still pick up and use a staff or a bow, although not as effectively as someone with the more correct skills and base stats.
« Last Edit: July 18, 2012, 11:00:15 AM by Interrupt » Logged
ninja
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« Reply #1098 on: July 18, 2012, 10:47:16 AM »

These are my ideas that I think are a good Class/Stats system.

Classes
I think that the classes to start off with should be Swordsmaster and Wizard.
The Swordsmaster would oviousely use swords.  There abilates would include faster attacks, better critical chance, and duel wielding.
The Wizard would oviously use magic.  The Wizards abilites would be Magic,(fire, ice, storm, and magic) and summoning things, and teleportation.
There could eventualy be also Bowmen and Warriors.
Bowmen would be added when bows are added.
Warriors could be added if axes where added.

Weapons
The staff's charges would be unlimated for the wizard class, but still be limated for the Swordmaster.
Bows and axes could be added.

Stats
Strength-Incresses meale damage
Deffence-Decresses damage tacken from meale attacks
Speed-Increases wlaking speed
Dexterity-Incresses dodge rate and attack rate
Vitality-Incresses health
Intelligance-Incresses mana and damage done by magic
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Seiseki
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« Reply #1099 on: July 18, 2012, 11:57:42 AM »

Can you send me a zipped mod folder that has a level / pixel combo that doesn't spawn? Didn't have any problems with that yesterday when I was messing around, was using the torch pixel (ffb800) for most of my testing.

Code:
{
class:com.interrupt.dungeoneer.generator.GenInfo,
comment: "Grass",
pixel:"006400",
floorTex:32,
wallTex:32,
},
{
class:com.interrupt.dungeoneer.generator.GenInfo,
comment: "Grass Small Purple Mushrooms",
pixel:"006400",
chance: 0.02,
clusterCount: 2,
clusterSpread: 0.5,
spawns: [{
class:com.interrupt.dungeoneer.entities.Sprite,
tex: 13
}]
},

This is the code, it works as soon as I remove the pixel info, but with it nothing shows up.
(I didn't include all the different grass, rocks and mushrooms spawning)
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ninja
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« Reply #1100 on: July 18, 2012, 01:04:21 PM »

Quick question.  Do you think that potions should be identifyable by use of an item, and should rare potions be added.
« Last Edit: July 18, 2012, 01:43:57 PM by ninja » Logged

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Joshua
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« Reply #1101 on: July 18, 2012, 03:45:37 PM »

Stats
Strength-Incresses meale damage
Deffence-Decresses damage tacken from meale attacks
Speed-Increases wlaking speed
Dexterity-Incresses dodge rate and attack rate
Vitality-Incresses health
Intelligance-Incresses mana and damage done by magic

While that is a very traditional set of stats, I don't think it is very interesting and maybe too complicated for Delver. So far Delver is fairly light on the stat elements. I'm liking the idea of choosing 2 or 3 perks from a pool of 30 or so. Something like:

Pack Mule
   Inventory is increased by a row.

Nimble
   15% Chance to dodge attacks.

Armadillo
   Equip an extra piece of armor.
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ninja
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« Reply #1102 on: July 18, 2012, 05:54:14 PM »

Stats
Strength-Incresses meale damage
Deffence-Decresses damage tacken from meale attacks
Speed-Increases wlaking speed
Dexterity-Incresses dodge rate and attack rate
Vitality-Incresses health
Intelligance-Incresses mana and damage done by magic

While that is a very traditional set of stats, I don't think it is very interesting and maybe too complicated for Delver. So far Delver is fairly light on the stat elements. I'm liking the idea of choosing 2 or 3 perks from a pool of 30 or so. Something like:

Pack Mule
   Inventory is increased by a row.

Nimble
   15% Chance to dodge attacks.

Armadillo
   Equip an extra piece of armor.
There are two types of things that you can change when you level up.  There are skills and atributes.  Attributes are Strength Deffence Speed Dexterity Vitality Intelligance.  Skills are like what you said.
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Interrupt
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« Reply #1103 on: July 18, 2012, 07:20:36 PM »

There are two types of things that you can change when you level up.  There are skills and atributes.  Attributes are Strength Deffence Speed Dexterity Vitality Intelligance.  Skills are like what you said.

Being able to add to your base skills later takes a bit of the edge out of character creation. Choosing your base stats at the beginning and only getting stats / perks on level up would give more of a reason to mess with character builds I think.

The first three archetypes will probably be melee, magic, and ranged attacks. So far really only the melee path has any content, do need to add ranged weapons and ammo (bows, crossbows, slings) and probably spell books for magic users that function like scrolls, but use the players mana to cast. The other option for spells is to have them all as perks, where you have to choose which ones to learn on level up instead of just finding them.
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Joshua
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« Reply #1104 on: July 18, 2012, 07:27:10 PM »

I agree. Because Delver is a short game, it would be more fun to play several games exploring all the possible combinations. I don't think the traditional grinding for hours for stat points would work well here.
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ninja
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« Reply #1105 on: July 19, 2012, 03:08:26 AM »

I agree. Because Delver is a short game, it would be more fun to play several games exploring all the possible combinations. I don't think the traditional grinding for hours for stat points would work well here.
There are two types of things that you can change when you level up.  There are skills and atributes.  Attributes are Strength Deffence Speed Dexterity Vitality Intelligance.  Skills are like what you said.

Being able to add to your base skills later takes a bit of the edge out of character creation. Choosing your base stats at the beginning and only getting stats / perks on level up would give more of a reason to mess with character builds I think.

The first three archetypes will probably be melee, magic, and ranged attacks. So far really only the melee path has any content, do need to add ranged weapons and ammo (bows, crossbows, slings) and probably spell books for magic users that function like scrolls, but use the players mana to cast. The other option for spells is to have them all as perks, where you have to choose which ones to learn on level up instead of just finding them.
You both do have good points.
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« Reply #1106 on: July 19, 2012, 04:44:09 AM »

I put out an Android update last night with the latest version, and a bunch of multi touch fixes like that one where you drop the hotbar item instead of using it. Try it out!
« Last Edit: July 19, 2012, 05:32:23 AM by Interrupt » Logged
st33d
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« Reply #1107 on: July 19, 2012, 04:54:36 AM »

Tried this, quite fun. Interface nice and simple. I don't understand why you have a clickable map icon when the inventory is open because you can't see shit through your items. Maybe the map icon should have an M on it or next to it because that took me a short while to figure that out.

Any plans for a shield or blocking? Or is there some tactic to melee that I'm missing?
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Interrupt
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« Reply #1108 on: July 19, 2012, 05:36:18 AM »

Tried this, quite fun. Interface nice and simple. I don't understand why you have a clickable map icon when the inventory is open because you can't see shit through your items. Maybe the map icon should have an M on it or next to it because that took me a short while to figure that out.

Any plans for a shield or blocking? Or is there some tactic to melee that I'm missing?

I need some sort of hint system to teach people controls, or maybe one of those overlays that shows the first time you start that explains what everything is / what the keys are. As for the map issue, maybe opening the map with the inventory open should close the inventory - and vice versa.

So far the only melee tactic is holding down attack to charge your attack while slowing you down, I am planning on adding offhand items for blocking eventually.

edit: Red Rogue is awesome, by the way. I should pick your brain about roguelike design sometime Smiley
« Last Edit: July 19, 2012, 06:39:05 AM by Interrupt » Logged
st33d
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« Reply #1109 on: July 19, 2012, 07:02:23 AM »

Nah, I meant that I just wondered why the map icon was there at all, since I could only click on it by opening the inventory. But without it I wouldn't have guessed there was a map.

I don't think you need much in the way of explaining anything to be honest. I figured it out all on my own - which means the design is pretty solid as it is.

edit: Red Rogue is awesome, by the way. I should pick your brain about roguelike design sometime Smiley

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