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879391 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 12:50:48 AM
TIGSource ForumsDeveloperFeedbackDevLogsRogue's Souls (NEW BUILD Apr 28)
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Author Topic: Rogue's Souls (NEW BUILD Apr 28)  (Read 23272 times)
C.A. Sinner
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« Reply #15 on: July 08, 2012, 10:57:07 AM »

thanks!

the issue you ran into isn't a bug, you're the first person other than me to ever "beat" the game, congrats!  Cheesy

there's only 5 dungeon levels and no "WINNER IS YOU" screen as of now. maybe i should put something like that at the end of the game so people don't get confused.

yeah as i said in the OP, mouse controls are definitely planned for the future. i'm aiming for maximum interface accessibility. i'm also considering letting players navigate the menus using the arrow keys in addition to the traditional roguelike interface i have now.
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rdein
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« Reply #16 on: July 08, 2012, 11:05:51 AM »

what fuck you

i'm feeling like a king now

well really, i thought it would be like 100 levels long and i would get to build a supreme godslayer knight riding on a flying medusahead

sniff, my dream is destroyed

seriously make it longer! also, it was really easy (maybe i got lucky?). the only problem i ever had was with a The Corrupted battle where i almost died (but flasked in time, with style)

definitely do the arrow key thing so you can examine tiles (monsters/items).

there is much potential to this so it cant be only 5 floors long!! it cant!!

oh well but if you want...
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C.A. Sinner
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« Reply #17 on: July 08, 2012, 11:18:01 AM »

more content is coming lol. 5 levels is definitely not what's going to be in the finished version. i'm aiming for something like 20-25.

keep in mind that i'm basically still at the phase where im implementing the core features (though NPCs and merchants are the only one that's left atm so..). right now im just making new content as i go along, mostly to test stuff (which doesn't imply that the content i have so far is placeholders).

o and you CAN examine tiles already. just press "v" to enter lookmode. though a permanent lookmode cursor controlled by the arrow keys might be good if that's what you mean.
« Last Edit: July 08, 2012, 11:23:15 AM by C.A. Sinclair » Logged

Fallsburg
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« Reply #18 on: July 08, 2012, 12:05:06 PM »

Ok, my thoughts:
1) I love the stamina system.
2) Dungeons are a bit wonky right now. e.g. Doors that go nowhere, doors that when opened provide sight to rooms that they aren't connected to.
3) This is a personal preference thing, but I don't like how you handle corner movement.  I prefer
.@X
..g
Such that the player and the goblin can't interact.  It just feels more correct to me, but I know that it is a matter of personal taste.
4) It needs balancing, but seeing as it is feature incomplete that is understandable.

This is on the old version, I'll give the new one a shot soon.
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C.A. Sinner
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« Reply #19 on: July 09, 2012, 11:40:27 AM »

Thanks!

You mean "doors that go nowhere" as in doors leading into walls or doors leading into the black void beyond the level architecture? If it's the latter it'd be a serious bug that I've never encountered. If it's the former, those are part of the predesigned chunks the levels are built from and I guess I should probably cut down on them.

The opening doors revealing the wrong parts of the map thing is a bug that I've been meaning to fix forever but keep forgetting about. Will do that for the next build.
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« Reply #20 on: July 09, 2012, 11:45:07 AM »

The former. 

I would just do a check to see if a door touches at least 2 floor pieces and if it doesn't, get rid of it.
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C.A. Sinner
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« Reply #21 on: July 09, 2012, 02:49:53 PM »

That's a pretty neat idea actually! I guess I'll do that!

BTW, UPDATE: i just set up the basics for NPCs today. I'm basically treating them as non-aggressive monsters, which makes things easier for me and also enables stuff like turning them hostile when certain conditions are met etc. Im also going to introduce more of the story/theme stuff I have planned with that. The game is mainly about the mechanics, so it's not anything super deep or original but hopefully enough to create a bit of an atmosphere (I'm aiming for a Dark Souls-like vibe ofc)

 Also, as I said, this is the last remaining core feature. After that it's all content design, tweaking and interface polish.
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« Reply #22 on: July 09, 2012, 04:22:04 PM »

Ok, I ran into a pretty crappy situation just now.  I opened a door, and found a bat right there.  I attacked him, got pretty unlucky and didn't kill him, and ran out of stamina.  At that point, nothing I could do helped.  If I ran away, he chased me and deprived me of stamina.  If I rested, he hit me and deprived me of stamina.  If I attacked, I couldn't attack because I didn't have stamina. 
I'm ok with dying, but feeling like there is nothing I can do for ~40 turns seems wrong.
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baconman
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« Reply #23 on: July 09, 2012, 10:16:11 PM »

XD kekeke... Yes, it does. Welcome to Rogue's Souls, b***h.

(Actually stamina drain on that is a little hard, and the bat could stand to have lower max stamina so that it's punishing, but not able to eat you whole.)
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C.A. Sinner
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« Reply #24 on: July 10, 2012, 02:35:07 PM »

Yeah I ran into situations like that too. What I've been thinking about is having a command to lower and raise your shield for free (you can theoretically already do that via readied weapons if your readied setup doesn't include a shield). Generally you can outrun most tough enemies even w/o using run mode and the enemies that are faster are also weak (rats and bats) so it should be ok to sustain a few hits to your HP to conserve stamina.

Oh and also make use of the "wait" command (. or numpad 5) often.
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rdein
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« Reply #25 on: July 10, 2012, 03:59:12 PM »

im not gonna lie. i need a complete version of this. go. it's your duty now.
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baconman
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« Reply #26 on: July 11, 2012, 01:12:39 AM »

On the other hand, this is also how you learn not to get cornered by bats; and not to underestimate ANYTHING in the game. :b

I SAY LEAVE IT IN.  Evil
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« Reply #27 on: July 11, 2012, 01:30:33 AM »

Is there going to be some atmospheric lighting? (like lighter tiles near the player and bonfires etc.)
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« Reply #28 on: July 11, 2012, 05:16:57 AM »

On the other hand, this is also how you learn not to get cornered by bats; and not to underestimate ANYTHING in the game. :b

I SAY LEAVE IT IN.  Evil

But there was nothing I could do.  I wasn't cornered.  I could run away all day, but the moved faster than me, attacked me, and drained stamina.  If I waited, it hit me and drained stamina at a rate faster than I could recharge it.  I went into the battle with full stamina.  I didn't underestimate anything, I just got a little unlucky at first and got stuck in a metaphorical pit with no escape. 

Like I said, I'm fine with dying.  Happens all the time in roguelikes.  But it is a fast thing that doesn't waste my time. 

I would suggest just making sure that the amount of stamina gained by resting is always greater than the amount of stamina that can be drained. That way the player can always trade a bit of health for stamina in a battle.
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C.A. Sinner
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« Reply #29 on: July 11, 2012, 10:09:36 AM »

Idk if you're aware of this (I wouldnt hold it against you b/c the mechanics aren't very well documented atm) but stamina damage in combat only occurs while blocking. The idea is that fast enemies are also weak so taking a little bit of HP damage from them should be OK .
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