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May 21, 2013, 06:03:57 AM
TIGSource ForumsDeveloperFeedbackDevLogsRogue's Souls (NEW BUILD Apr 28)
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Author Topic: Rogue's Souls (NEW BUILD Apr 28)  (Read 23030 times)
C.A. Sinner
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« Reply #90 on: August 18, 2012, 02:18:42 PM »

yeah, that happens sometimes. it's actually just a bug (that i forgot to fix in the new build  Facepalm). the game doesn't have pits.
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C.A. Sinner
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« Reply #91 on: August 20, 2012, 11:05:08 AM »

so yeah, i noticed one other freeze bug during playtesting today and decided to fix it and put out a quick new build. there are some other small improvements too. i took the new combat stuff out of this one because it'd probably make the game less fun to play in its current state, which i guess makes this build a "fork" of sorts.

download link and changelog in the OP.  Coffee
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C.A. Sinner
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« Reply #92 on: August 23, 2012, 04:49:10 AM »

UPDATE:

Still tweaking the formulas for the combat revamp. So far I'm not sure how much of an effect I want encumbrance to have on the basic dodge chance. I'm testing out two systems:

1. A simple formula: dodge= dex * 2 - encumbrance / 4 or something like that

2. Encumbrance as a sort of "gating" mechanism that limits your max dodge chance

In other news, I've started working on mouse controls.

So far you can click on any map square to move there automatically, same as Brogue, Stone Soup and other roguelikes with mouse movement. You also hovering the mouse over an object shows you a description of that object in the upper left corner of the screen, similar to the keyboard lookmode in the current release.

Mouse-based menus will probably require some major rewrites so I'm not sure if they'll make into the 0.7 build.

BTW, the build is scheduled for the Annual Roguelike Release Party on September 15
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« Reply #93 on: August 23, 2012, 05:02:22 AM »

this looks very neat. you have my following.

(but not my axe. that shit is mine.)
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« Reply #94 on: August 24, 2012, 10:04:24 AM »



Mmmmm... X-Ray Vision...

I was against the wall of the neighboring room, when one of the humanoid enemies decided to open the door, allowing the A* pathfinding to declare this "visible." Also, your weapon drops need some sort of "current +1" percentage chance, I'm still getting nothing but default equip drops, even up through floor 10. Finally... inconsistency in altar/upgrade usage. First upgrade requires you to "a" the altar, and then afterwards it reacts to spacebar instead, and "a" applies from the inventory.

So here's where we do a little discussion fodder for altar design, I suppose. Do enemies naturally hold a minimum radius from altars? If so, there's no reason why "a" shouldn't be usable for upgrades, since spacebar rests and refills your healing flasks, a kind of distinct function that's made to work only once. Otherwise, I could see where having access to your inventory would be of a greater priority; so it seems weird that the first instance of upgrading would use "a."

It's still really good/fun, and I'm still lovin' it! Y key works properly now, too. And speaking of keys, you think maybe it's time to spunk in the Brogue key/treasure room influence yet? I know it's coming. Smiley
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C.A. Sinner
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« Reply #95 on: August 24, 2012, 10:34:47 AM »

Quote
I was against the wall of the neighboring room, when one of the humanoid enemies decided to open the door, allowing the A* pathfinding to declare this "visible." Also, your weapon drops need some sort of "current +1" percentage chance, I'm still getting nothing but default equip drops, even up through floor 10.
That's not actually what happens but yeah, the FOV algorithm is still p glitchy at the moment. Imma try fixing it for the next update.

Grouping enemies around altars more is a good idea.

EDIT: oooh i get what you mean. you mean the game shouldn't exit the menu after leveling up and i agree. it's one of those interface things that have been on the list forever but i keep forgetting about because i'm so used them haha.
« Last Edit: August 24, 2012, 10:41:30 AM by C.A. Sinclair » Logged

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« Reply #96 on: August 24, 2012, 10:39:17 AM »

As an aside, I just derived immense pleasure from using "Downtroddned Traveller" as a meat shield in a tight corridor while I effortlessly period-mashed my stamina back full again, against an orc and two skeletons. That was GREAT. XD

You *could* fix the AI there, but designwise, I'd leave it. It's not like you can rely on that forever, you know?

And, yeah...


___________________________________________
ERROR in
action number 1
of Keyboard Event for <any key> Key
for object o_player:

In script player_controls:
In script take_turn:
In script monster_advance_clock:
In script monster_turn:
In script character_has_attrib:
Error in code at line 8:
   for (i=0;i<ds_list_size(inst.attribs);i+=1)
                                ^
at position 31: Unknown variable attribs
__________

Also, playing as any magic-user in this game SUCKS. You are encumbered far too easily (within three items!), and your spellcasting advantage dies off almost immediately since spells aren't replenished at altars, the way Dark Souls does with bonfires. Your ability to cast magic effectively is worthless without a way to sustain it, and the wooden staves don't do anything about that.
« Last Edit: August 24, 2012, 11:01:18 AM by baconman » Logged

C.A. Sinner
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« Reply #97 on: August 24, 2012, 10:48:25 AM »

Well NPCs don't really have an "AI," they just pick random spots on the map and move there. Stuff like this

Quote
As an aside, I just derived immense pleasure from using "Downtroddned Traveller" as a meat shield in a tight corridor while I effortlessly period-mashed my stamina back full again, against an orc and two skeletons. That was GREAT. XD

Is fully intentional, and as you said, these "exploits" are based on random chance (due to the random nature of NPC movement) happen rarely enough that you can't count on them.

Re error message: Where did that happen?
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baconman
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« Reply #98 on: August 24, 2012, 11:02:22 AM »

Moving to the right at the start of the second floor. No enemies in sight yet. Totally isolated incident, too.

Just noticed... Ranger starts with a Crossbow... and NO BOLTS? That's brilliant. XD lol
« Last Edit: August 24, 2012, 11:29:32 AM by baconman » Logged

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« Reply #99 on: August 24, 2012, 11:24:28 AM »

The ranger starts with 65 bolts.
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baconman
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« Reply #100 on: August 24, 2012, 11:28:44 AM »

Oh, DERP. I was looking in the inventory, not the sidebar. XD
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« Reply #101 on: August 26, 2012, 12:11:20 PM »

UPDATE:

The next build is going to have full mouse support. Building a mouse-driven menu system on top of the code I already had was a lot easier than I thought. Maybe I'llthrow in some optional buttons for things like casting spells, inventory etc as well, but the most convenient way to play is probably with a combination of keyboard and mouse controls.
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« Reply #102 on: September 06, 2012, 04:02:05 PM »

OK, I'm done with mouse controls for now. Everything works as intended, polishing will have to wait until later because there's other stuff I want to get into the new release.

The game also has an option menu that lets you change the tileset and a few other things now.

Today I implemented the curse status effect, which works similarly to Dark Souls, i.e. reduces your max health until you find a cure). Next up is writing some AI to let monsters use items from their inventory if the situation demands it.
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C.A. Sinner
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« Reply #103 on: September 15, 2012, 03:53:05 AM »

Ok guys, new version's out.

The main features here are the mouse controls, the option menu and of course the combat overhaul.

I tried making the combat more dynamic by making dodge chances, block chances, and ranged accuracy depend on your actions last turn (the same is true for enemies and npcs ofc). More details in the manual.

Download here: http://dl.dropbox.com/u/3725770/roguessouls_0.7.rar
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« Reply #104 on: September 15, 2012, 10:08:36 AM »

This is inspiring me to make a roguelike myself...
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