oryx
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« Reply #20 on: July 31, 2010, 05:29:30 PM » |
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![](https://dl.dropbox.com/u/3236997/Famaze/famaze_title.png) We've been working on implementing a treasure system, artifacts for players to find through multiple playthroughs as well an artifact screen where we piece them together. We also spent way too long making an environmental drip effect in the sewer level. Test version should be ready any day now!
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deathtotheweird
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« Reply #21 on: July 31, 2010, 05:37:30 PM » |
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I think this is the type of game I could get addicted too. Much like my addiction to desktop dungeons. Procedural generation is so awesome when done right.
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MrScruffs
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« Reply #22 on: July 31, 2010, 06:00:48 PM » |
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Its looking awesome! I'd love to see where you go with this. Any idea when you'll finish it?
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oryx
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« Reply #23 on: July 31, 2010, 06:42:54 PM » |
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Its looking awesome! I'd love to see where you go with this. Any idea when you'll finish it?
Depends on how testing goes, a sideview roguelike presents it's unique challenges. It's completely functional and playable currently, so sooner than later. We just want to react to testing feedback and take a bit of time and do a little bit of polish, including some simple story elements, some meta goals, etc. Glad you like how it's looking so far, it's been a lot of fun to work on (and working with Sparky is awesome).
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MrScruffs
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« Reply #24 on: July 31, 2010, 07:22:40 PM » |
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Its looking awesome! I'd love to see where you go with this. Any idea when you'll finish it?
Depends on how testing goes, a sideview roguelike presents it's unique challenges. It's completely functional and playable currently, so sooner than later. We just want to react to testing feedback and take a bit of time and do a little bit of polish, including some simple story elements, some meta goals, etc. Glad you like how it's looking so far, it's been a lot of fun to work on (and working with Sparky is awesome). Bad ass! Count me in on the play testing. ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
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Loren Schmidt
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« Reply #25 on: August 01, 2010, 01:55:23 AM » |
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![](http://img641.imageshack.us/img641/6384/ss20100801023620.png) ![](http://img594.imageshack.us/img594/1678/ss20100801023805.png) Today we implemented the first of the class specific abilities. Thieves now have a unique ability to disarm traps. Traps in this game are integrated into light system. They are initially hidden. Light causes the traps to be revealed, but they are still armed in this state. Once a trap has been revealed, however, the thief can use his ability to render them harmless (hence the band-aid in screen shot 2 above). This is a fairly safe operation, though there is a small failure rate. One other thing worth noting is that disarming a trap will yield useful resources. Teleport traps, for instance, yield a portable teleport item. I am also pleased to say that we're ready to begin the first round of testing. We currently have a 6 level build ready, with three partially implemented player classes and a decent number of items and enemies. We'd very much appreciate any feedback you folks can offer us at this early stage. Post here if you're interested in helping out. Cheers!
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Loren Schmidt
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« Reply #26 on: August 01, 2010, 02:14:07 AM » |
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Oryx totally improved the band-aid sprite since I posted ![Grin](https://forums.tigsource.com/Smileys/derek/grin.gif) .
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deathtotheweird
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« Reply #28 on: August 01, 2010, 11:52:58 AM » |
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Of course I would love to help test it out ![Beg](https://forums.tigsource.com/Smileys/derek/beg.gif)
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MaloEspada
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« Reply #29 on: August 01, 2010, 11:54:11 AM » |
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COUNT ME IN FOR TESTING THIS.
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Xecutor
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« Reply #30 on: August 01, 2010, 08:31:33 PM » |
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I'll be glad to test this! (I'd say I WANT to test this ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif) )
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PKBT
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« Reply #31 on: August 01, 2010, 08:59:19 PM » |
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Count me in too. You won't regret it. Hehe.
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baconman
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« Reply #32 on: August 02, 2010, 08:57:04 AM » |
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Testing! Testing! One-Two...
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Tanner
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« Reply #33 on: August 02, 2010, 01:19:22 PM » |
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Sign me up for testing if there's still room!
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jakten
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« Reply #34 on: August 02, 2010, 03:12:18 PM » |
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I'd love to help out if you still need some!
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aznmonk
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« Reply #35 on: August 02, 2010, 08:03:13 PM » |
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i want to help too!
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micpringle
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« Reply #36 on: August 03, 2010, 12:12:56 AM » |
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oryxI have just dropped you a PM - please read and get back to me ![Grin](https://forums.tigsource.com/Smileys/derek/grin.gif) -Mic
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Loren Schmidt
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« Reply #37 on: August 03, 2010, 05:54:51 PM » |
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Thanks for the interest, everyone. We're happy to have help testing this early build- we will send you all a link to the test build in the very near future. Anyone who doesn't make it into the first round can help out later. (I would hazard a guess that we'll do at least two rounds of testing before release.) So while you're waiting, here's an update on our progress. Over the past two days we've been trying out a couple more class abilities. - Thief-
As mentioned before, the thief can disarm traps. The thief is skilled at information gathering and has high mobility. - Knight-
The knight is less dependent on items and more self-sufficient than other classes. He has a charge up lightning attack which is excellent for taking down large foes, and which also makes him a bit less vulnerable to status effects. - Wizard-
We're still designing the wizard. One idea is that he might be powerful offensively, but limited by resources.
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aznmonk
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« Reply #39 on: August 05, 2010, 05:11:48 PM » |
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this game looks like it was built for the iPhone O.O any chance of a port?
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