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thatredant
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« Reply #180 on: April 19, 2012, 03:49:29 PM » |
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Wow! Nice work, I wish I had the OpenGL skills required to pull this off. The graphics look very Minecraft-inspired. Will definitely keep an eye on this. :D
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Working on a resource-gathering realtime roguelike!

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shpoonj
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« Reply #181 on: April 19, 2012, 05:38:24 PM » |
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Ahem... I don't know how far you plan to take this, but $4 sounds very reasonable.
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architech7
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« Reply #182 on: April 19, 2012, 05:51:28 PM » |
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Ahem... I don't know how far you plan to take this, but $4 sounds very reasonable.
Count me in 
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thatredant
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« Reply #183 on: April 19, 2012, 07:25:58 PM » |
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I'd pay $4 for this...
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johncl
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« Reply #184 on: April 19, 2012, 11:56:24 PM » |
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Wow! Nice work, I wish I had the OpenGL skills required to pull this off. The graphics look very Minecraft-inspired. Will definitely keep an eye on this. :D
Isn't Delver a raycaster engine made from the ground up? If so you dont need any OpenGL to do a game like this, you only need to get a bitmap buffer and a frame to show it up and running. If you wanted to do something this in Java you could create a simple BufferedImage and repaint a surface with it for every frame refresh.
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johncl
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« Reply #185 on: April 20, 2012, 12:01:04 AM » |
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Ah I had misread an earlier post, I see its using OpenGL (you ditched the custom raycaster in favour of OpenGL).
If you want to play with OpenGL you can also try out jMonkeyEngine which is a very easy way to get into some 3d programming. You should be able to make a Delver like game in that too, and its very fast.
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« Reply #186 on: April 20, 2012, 08:35:47 AM » |
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Did some polishing work before in advance of the Android release, now I just need to make an icon! * Added level change screen to hide loading on mobile devices * Bunch of mobile control tweaks * Blood color can be set per monster now (no more bleeding skeletons!) * Tweaked torch lighting to waver a bit more http://dl.dropbox.com/u/84007/Delver/delver-alpha-4-20-12.jar
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poe
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« Reply #187 on: April 20, 2012, 09:30:38 AM » |
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What you should do is add all the mechanics, then add an easy way to make, share, and play levels. I would absolutely love to craft my own Delver Dungeon, and play a few more 
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« Reply #188 on: April 20, 2012, 09:40:57 AM » |
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What you should do is add all the mechanics, then add an easy way to make, share, and play levels. I would absolutely love to craft my own Delver Dungeon, and play a few more  I've been starting to think this as well. The levels are in a ridiculously simple format right now (my level editor is photoshop) and are so tiny that sharing them would be almost trivial. The rest of the data (monsters / items) are stored in a readable Json format so it would be easy to edit that as well. What would be super awesome would be level editing in-engine, where you could fly around and carve out tiles, and place monster and item markers.
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whateverg
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« Reply #191 on: April 21, 2012, 06:31:14 AM » |
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Finally an android app that I can play for hours, lag free on my s2. For this to be perfect please add an over world, merchants, and quests. Keep up the awesome job.
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ajf
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« Reply #192 on: April 21, 2012, 07:37:02 AM » |
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Well, I don't have the money, but I can't wait to buy it.
I'm worried it won't work too well... my phone has an unusually fast processor (800MHz) for a budget Android phone, but it probably isn't too good graphics-wise.
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« Reply #193 on: April 21, 2012, 09:28:37 AM » |
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I'm worried it won't work too well... my phone has an unusually fast processor (800MHz) for a budget Android phone, but it probably isn't too good graphics-wise.
My target phones were the Droid 1 and Droid 2, can compare your specs to those to get a feeling of how it will run.
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ajf
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« Reply #194 on: April 21, 2012, 09:42:01 AM » |
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I'm worried it won't work too well... my phone has an unusually fast processor (800MHz) for a budget Android phone, but it probably isn't too good graphics-wise.
My target phones were the Droid 1 and Droid 2, can compare your specs to those to get a feeling of how it will run. OK, but I would suggest adding options to disable some graphical effects for better performance.
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johncl
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« Reply #195 on: April 22, 2012, 11:14:21 PM » |
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Hi, I bought the game this weekend and it has a lot of good "retro style" features and classic dungeon hack qualities. Great work! But I'd like to come with a few recommendations: 1. When wands are out of charges it would be better if they just disappeared. In a game like this you really should strive to make the user interface very simple and avoid the moving about of stuff that is unnecessary. 2. There should be some indication on the wand graphic how many charges are left. Either this or the first point is sorely needed to make it more easy to know when you should change weapon. 3. The touch controls are somewhat fiddly. I would prefer a mapping that was relative to my initial touch without accellerated rotation movement. A pure offset to the point I initially pressed mapped to rotation would be nice to try out. 4. I frequently fired the wand when trying to look down to pick up an object. Atm its difficult to pick up objects while looking straight ahead. If you use a mouse on a PC that is ok, but for a touch device its kinda fiddly as you often have to look down, release your tablet and use your finger to pick up an object. Perhaps for tablets you should have an alternative way of picking up stuff - for example the object in front of you is shown as an icon which you click to put it in your bags? It would reduce the need to look up and down all the time (actually you very rarely would have to do that in any other case for a 1-level height dungeon type of game). I would go so far as saying you ditch the whole looking up and down thing and replace the right hand side with two functions, press bottom part to fire wand (like today) and press the icon in the middle right to pick up the object you stand by. Keep up the good work. Looking forward to the next update! I am very happy that you pushed out this alpha as I believe early releases are important to get the ball rolling and keeping up the motivation to work on it.  - I hope I can do that myself on my next project.
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offset
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« Reply #196 on: April 23, 2012, 05:45:16 AM » |
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Shut up and take my money!
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« Reply #197 on: April 23, 2012, 08:01:05 AM » |
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Secret things! 
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IndieGamesDig
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« Reply #198 on: April 23, 2012, 08:39:09 AM » |
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So, just to make sure, right now, this game considered pre-alpha ATM for both the Android and Windows builds?
And people who pay for the Android version will continue to get updates, correct?
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« Reply #199 on: April 23, 2012, 08:42:06 AM » |
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So, just to make sure, right now, this game considered pre-alpha ATM for both the Android and Windows builds?
And people who pay for the Android version will continue to get updates, correct?
Correct! The Android version will update at the same pace as the Desktop version. Part of the reason why I'm developing this for Android and not for iOS is that I could put out a new version for Android every day if I wanted to, instead of having to wait two weeks just to put out an update for iPhone.
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