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878659 Posts in 32931 Topics- by 24339 Members - Latest Member: Nexrage

May 22, 2013, 11:20:03 AM
TIGSource ForumsDeveloperFeedbackDevLogsRogue's Souls (NEW BUILD Apr 28)
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Author Topic: Rogue's Souls (NEW BUILD Apr 28)  (Read 23084 times)
Fallsburg
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« Reply #30 on: July 11, 2012, 03:30:24 PM »

How do you block? Does it happen by default?
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C.A. Sinner
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« Reply #31 on: July 11, 2012, 04:09:02 PM »

It has a certain chance of happening depending on what you have equipped in your left hand, though obv most non-shields have terrible block chances (or none at all) and stability ratings (a stat that determines stamina damage reduction). You can block with 2-handed weapons as well. They're usually somewhat better than 1-handed ones.
« Last Edit: July 11, 2012, 04:18:11 PM by C.A. Sinclair » Logged

C.A. Sinner
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« Reply #32 on: July 12, 2012, 10:10:46 AM »

Oops, forgot to respond to this:

Is there going to be some atmospheric lighting? (like lighter tiles near the player and bonfires etc.)
I still haven't decided if I'll have a more complex FOV algorithm, but the old one needs some rewrites anyway. Dynamic lighting would be cool and if I do, it'll probably coincide with that.

UPDATE: Got NPCs working (dialog, buying items from merchants and turning hostile if attacked by the player). The same NPC can spawn on more than 1 dungeon level, but if they die, they won't respawn later. I made them randomly step around too, to avoid blocking access to parts of the dungeon. NPCs and monsters pretty much ignore each other right now, not sure if I'll change that.
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Recs
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« Reply #33 on: July 12, 2012, 10:50:41 AM »

this is a very interesting project.

I'll test it out as soon as I have a little time.

I really like the concept that's at the core of the gameplay and really like the games you named as inspiration.
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C.A. Sinner
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« Reply #34 on: July 17, 2012, 03:22:15 AM »

Thanks!

Just a quick heads-up: NPCs are fully working now. I implemented Fallsburg's door suggestion (FOV bugfix will have to wait until later for various reasons). Also made several changes to monster AI, new special abilities, and new content (including more dungeon levels and a new boss). There's still a few things left to do but I hope I can get a new build out tomorrow Smiley

Also I'll probably take a little detour with development soon and write a simple content editor for this game because managing all the data with just a text editing program is getting kinda annoying.
« Last Edit: July 17, 2012, 03:27:57 AM by C.A. Sinclair » Logged

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« Reply #35 on: July 18, 2012, 08:33:38 AM »

I just started working on 2 more minor features the other day (namely lockpicks and the third & final type of spell), and because it's only been 10 days since the last build I figured I could delay the new one a bit and release a bigger update later.  Wink
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kummerspeck
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« Reply #36 on: July 18, 2012, 01:46:01 PM »

i'll pick your lock Wink
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« Reply #37 on: July 18, 2012, 03:45:49 PM »

don't trigger a trap though Wink

On a less serious note, I just finished up lockpicks. Also opening chests works a little differently now. When you interact with a chest you'll get a bit of info about the difficulty of the lock (e.g. "This chest looks easy to open") and will be asked whether you want to attempt to open it. The game autodeclines on impossible chests. It's a bit less quick than the old method but it's more transparent. Previously there was no way to infer the difficulty of the lock unless you knew how level gen works.
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C.A. Sinner
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« Reply #38 on: July 22, 2012, 04:49:00 AM »

OK, 0.5 build is out. The main new feature here are the NPCs, as discussed previously. There are also several more smaller features.

This is also a fairly big content update, with new monsters, new items, new starting classes and new dungeon levels. I'm pretty much done with feature implementation at this point (save for several minor ones) and am moving over to content design, balancing, polish etc.

Have fun.  Smiley
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« Reply #39 on: July 23, 2012, 03:01:16 AM »

After I equipped my Thief with Wooden Shortbow & bows, I pressed F for ranged combat but an Error window appeared:
Code:
___________________________________________
ERROR in
action number 1
of Keyboard Event for <any key> Key
for object o_player:

Data structure with index does not exist.
v0.5
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C.A. Sinner
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« Reply #40 on: July 23, 2012, 12:03:54 PM »

Thanks, that's a good find.

I already fixed it, it was just a typo in one of the data files. Basically you were quivering non-existent arrows lol.

Uploaded a new rar with the corrected file. Download location should be unchanged, but here's the link again anyway: https://dl.dropbox.com/u/3725770/roguessouls_0.5.rar
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« Reply #41 on: July 23, 2012, 12:10:57 PM »

downloading

watch as i keep my position of "only person who beat the game"

will edit post later with details regarding my epique quest

lol edit 1: lame I DIED. are there no merchants or some way to buy healing items?

edit 2: make it so when you view an item in the inventory the game tells you whether your attack goes up etc
dunno if i'm being unlucky but I NEED MORE ALTARS

edit 3: found a guardian thing, wanna fight him but i cant level up or heal ;;

edit 4: you should make it so enemies drop equipment

edit 5: just died again on floor 4 ;; playing as soldier

edit 6: bug - managed to get -1 stamina haha. also died against maggot lord HMPH

edit 7: got negative health too

edit 8: S doesnt quit the game and it would be nice to know the differences between each class

« Last Edit: July 23, 2012, 12:38:18 PM by yes i did fanfic bye » Logged
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« Reply #42 on: July 23, 2012, 12:13:29 PM »

added new levels to this build just 4u baby <3
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« Reply #43 on: July 23, 2012, 01:27:20 PM »

lol edit 1: lame I DIED. are there no merchants or some way to buy healing items?
first merchant (who sells healing items) appears on level 4 i think. NPCs are @s just like your player character and you can talk to them using the "interact" command (, g or space bar)

Quote
edit 2: make it so when you view an item in the inventory the game tells you whether your attack goes up etc
yeah that's a good idea i'll do that for the next build

Quote
dunno if i'm being unlucky but I NEED MORE ALTARS
altars appear every third level and then appear every other level after level 6 (iirc). i used to have the first couple altars on every 2nd level too but the problem was that you couldn't even use half of them due to lack of souls.

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edit 4: you should make it so enemies drop equipment
some of them do.

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edit 6: bug - managed to get -1 stamina haha. also died against maggot lord HMPH
haha yeah the -1 stamina thing started happening sometime during development. i didn't bother fixing it yet because it isn't really an issue Tongue

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edit 7: got negative health too
yeah it displays negative health when you die. or do you mean you got it w/o dying?

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edit 8: S doesnt quit the game and it would be nice to know the differences between each class
it's a capital S (i.e. shift + s). this is so it's harder to accidentally quit.

the classes are just starting packages. they determine your starting stats and equipment and that's it. right now there isn't a guide but you can open the dat\player\classes.txt file to take a look at them (and screw around w/ them if you want). what i've been thinking is maybe having text descriptions of them on the class selection screen. i don't want there to be too many stat dumps.

p.s. tip for defeating the exhumed guardian (there's no shame in running from him btw): unequip your shield if you have one. the maggots do very little damage but will take away all your stamina if you block them.

but yeah i think i need to make the game a little more forgiving overall, esp the healing. do you think making health regenerate faster would help?
« Last Edit: July 23, 2012, 02:05:27 PM by C.A. Sinclair » Logged

Jerom
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« Reply #44 on: July 24, 2012, 03:02:21 AM »

Quote
Quote
edit 8: S doesnt quit the game and it would be nice to know the differences between each class
it's a capital S (i.e. shift + s). this is so it's harder to accidentally quit.
But you can't quit during the "startscreen/choose name/choose class/Building Levels" rooms. Maybe you should add a window with "Are you sure to quit? Y/N", even if you press "ESC" or "S"; I think it's more convenient.
Also, how to use the graphics tilesets (the "nhtiles/tiles" folders) ?
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