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TIGSource ForumsCommunityDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 77964 times)
JasonPickering
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« Reply #480 on: June 07, 2012, 07:15:31 PM »

so game is completely switched over to the single room dungeons, although the code needs a good optimize. currently working on some "Dumber AI" and I have added traps in. They go off ever 5th turn and damage friend or foe. They also have no indicators. Its up to the player to try and remember. when they will go off. Also working on a few boss ideas, with the specific challenge of the player not being able to kill them with one hit, so what do they do. ideas so far are

- stay alive for certain amount of time
- kill spawning minions
- kill boss with traps
- can only be killed on certain tiles or at certain turns
- can only be killed with certain items.
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st33d
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« Reply #481 on: June 08, 2012, 02:42:29 AM »

got to look at Auro at the roguelike conference, it had the novel idea that your basic attack was a push and you had to rely on skills to attack

you could model a boss on having to push them into a pit
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JasonPickering
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« Reply #482 on: June 09, 2012, 04:17:31 PM »

Hey guys. I should be able to upload a new build tonight. If not tonight then tomorrow.
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JackMenhorn
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« Reply #483 on: June 09, 2012, 05:23:50 PM »

My body is ready.
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JasonPickering
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« Reply #484 on: June 10, 2012, 04:25:30 PM »

Okay so here is the newer public build and the current model going forward. It only has the Rat at the moment, but I am going to rewrite the code for the Giant Eye, and any other Cave Monsters. Then I am going to move on to the boss. then get the menu system up and running letting the player run through tougher levels.

Try it Out
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JasonPickering
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« Reply #485 on: June 10, 2012, 05:10:30 PM »

Okay Updated that build. It now has Eyes, Ninjas, and Item Boxes containing either Swap places or Freeze Items.
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DustyDrake
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« Reply #486 on: June 10, 2012, 06:52:24 PM »

are freeze items really rare or something?
*sudden realization that the purple orbs are eyes and not a ghost*
 Shocked
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JasonPickering
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« Reply #487 on: June 10, 2012, 07:06:37 PM »

no, but the all mighty Random Number Generator might not be in your favor.

Edit:

I actually had a ghost monster in an earlier build. They were invisible, and only visible when moving from one square to another. They were the most difficult enemy, because it required the player to basically play blind trying to remember where the ghost was at. I might have to make a special all ghost dungeon just for fun.
« Last Edit: June 10, 2012, 07:11:49 PM by JasonPickering » Logged

DustyDrake
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« Reply #488 on: June 10, 2012, 07:12:04 PM »

So, as far as I can tell the turn order goes:
1) Stairwell interaction
2) Player movement
3) Traps
4) Monster movement
Because a rat had moved onto a trap the turn before, and then I moved, then the rat got speared by the trap
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JasonPickering
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« Reply #489 on: June 10, 2012, 07:15:42 PM »

so close. its actually.

1) Player movement
2) Stairwell interaction
3) Traps
4) Monster movement

because if you move onto steps you go to the next floor, before the enemies get a turn to move, but actually noticing the turn order, really helps especially the with the traps. and I am loathe to say I have died more then my fair share from those traps.
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DustyDrake
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« Reply #490 on: June 10, 2012, 07:19:53 PM »


What the hell am I supposed to do here?
They SPAWNED like this!
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JasonPickering
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« Reply #491 on: June 11, 2012, 09:00:29 AM »

Yeah, that would be the Random Number Generator being angry again. That is a really horrible spawn. Luckily I am currently writing code to limit the numbers of Specific characters. I will also be able to set those individually, so this should never happen, because 3 eyes will never spawn.
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rek
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« Reply #492 on: June 11, 2012, 09:36:36 AM »


I bet that chest contains a ladder for reaching chests on walls...
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JasonPickering
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« Reply #493 on: June 11, 2012, 09:52:12 AM »

Damn. has that only happened once? I will look into the spawning code for it.
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JasonPickering
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« Reply #494 on: June 11, 2012, 07:39:04 PM »

So moving ahead. I am still working on all the combat. I hope to give the player a few more options during gameplay and I am trying to think of a way to reward the player for doing more complicated stuff. I am also working on a system to have harder guys show up on later levels, and trying to decide on some kind of system where the player can feel good about doing a really excellent run through. Of course, that means I need to figure out exactly what an excellent run is.
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DustyDrake
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« Reply #495 on: June 11, 2012, 07:43:16 PM »

Yeah, I can see how that'd be hard here, because usually isn't a how well a run goes defined by the equipment you get/level generation/ect?
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obsidian_golem
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« Reply #496 on: June 11, 2012, 07:43:41 PM »

So moving ahead. I am still working on all the combat. I hope to give the player a few more options during gameplay and I am trying to think of a way to reward the player for doing more complicated stuff. I am also working on a system to have harder guys show up on later levels, and trying to decide on some kind of system where the player can feel good about doing a really excellent run through. Of course, that means I need to figure out exactly what an excellent run is.
Killing all enemies on a floor in a certain number of moves. You'd need to calculate the best possible moves before hand though.
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JasonPickering
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« Reply #497 on: June 11, 2012, 07:48:13 PM »

actually funny you said that. I was thinking of giving the player a limited bar, that counted down to something horrible, but only ticked down when the player took a turn where they didnt kill an enemy.

I think I need to figure out if the player should kill all the enemies, or avoid them. I think killing them all should give something for the player, but getting through fast should also be worth something.
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DustyDrake
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« Reply #498 on: June 11, 2012, 07:49:02 PM »

Pacifism/Slaughter runs where the way you play changes an "ending"?
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obsidian_golem
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« Reply #499 on: June 11, 2012, 07:50:37 PM »

actually funny you said that. I was thinking of giving the player a limited bar, that counted down to something horrible, but only ticked down when the player took a turn where they didnt kill an enemy.

I think I need to figure out if the player should kill all the enemies, or avoid them. I think killing them all should give something for the player, but getting through fast should also be worth something.
How about fast run=1 use knight move and kill all enemies=1 use bishop move?
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