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TIGSource ForumsCommunityDevLogsTangledeep: 16-bit roguelike dungeon crawler, now RELEASED on Steam!
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Author Topic: Tangledeep: 16-bit roguelike dungeon crawler, now RELEASED on Steam!  (Read 52292 times)
Zireael
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« Reply #120 on: February 19, 2017, 05:46:41 AM »

I really need to try Tangledeep - the art looks awesome! I've been hearing about the project on the Discord, but alas, job and coding doesn't equal lots of free time to play Tongue
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zircon
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« Reply #121 on: February 19, 2017, 11:20:10 AM »

Doing my best to make it awesome!

Also, this coming Friday I'll be participating in Reddit's r/roguelikedev "Feedback Friday" to get opinions about the game. Expect lots of improvements before then :D
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Zireael
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« Reply #122 on: February 19, 2017, 11:34:36 AM »

Doing my best to make it awesome!

Also, this coming Friday I'll be participating in Reddit's r/roguelikedev "Feedback Friday" to get opinions about the game. Expect lots of improvements before then :D


FF is indeed an amazing thing, I will do my best to participate then, as I've used Feedback Friday once myself and will probably do so again when the LOVE version of my game gets better (I just uncovered a bug in a library I am using  Cry)
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Thaumaturge
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« Reply #123 on: February 20, 2017, 11:03:42 AM »

Once again, a rather impressive update! I'm eager to try it out. I'll hopefully download and play the new build soon. ^_^

Also, this coming Friday I'll be participating in Reddit's r/roguelikedev "Feedback Friday" to get opinions about the game. Expect lots of improvements before then :D


Hmm... While I'm not working on a roguelike, I imagine that there are similar events for other genres (or perhaps for games in general). I'm now wondering whether I should consider looking into a Reddit account--it's something that I had in mind for later, I think, but perhaps it's worth considering doing it sooner...
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zircon
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« Reply #124 on: February 21, 2017, 11:33:11 AM »

You should go for it!

By the way I've been streaming some game dev live: https://twitch.tv/tangledeepgame

If anyone wants to pop in, I've got another one coming today at 4PM EST.
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zircon
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« Reply #125 on: February 21, 2017, 10:00:29 PM »

NEW BUILD! 2/22/2017

WIN: http://zirconstudios.com/game/Build2-22-17.rar
OSX: http://zirconstudios.com/game/Build2-22-17.app.zip

Boy oh boy are there are lot of bug fixes in this one! Thanks to everyone who has been submitting feedback. 25 (!!!) bugs fixed along with a host of QOL stuff.

On the content end: there are two new dungeon generation types/layouts, one of which you'll see in the very first level, and Tangledeep itself has been extended down two floors. There are new monsters, new items, and new effects, along with new skills for the Budoka (who is still not quite 100% done.) There's also a bit of new art and a number of balance changes, generally oriented at making some of the deeper monsters even more aggressive.

Feedback Friday in just a couple days so let's hope this is pretty fun, eh?!

ART
* New awesome champion skulls! There is a unique skull for each strength of champion
* Implemented proper sprites for mini-versions of monsters (fixes small number/small icon scaling issue)
* Replaced some placeholder item art with new art (thanks Lachlan!)

BALANCE
* Lava should no longer intensify its own damage
* You can no longer equip multiple Running Shoes
* Budoka now gets an offhand attack. Unarmed Fighting II (unlocked at 1000jp) turns it into a more powerful kick.
* Your offhand weapon (if any) damage is now factored in when you use skills.
* (Partially bug) Offhand weapon damage no longer scales with level MORE than mainhand weapon damage
* Axes wielded in offhand will now ALSO hit all adjacent foes. (This was intentionally disabled, but let's see what happens)
* Switching floors now resets your action timer to 0, to avoid running around until you get an extra turn before switching floors
* Elemental rings now boost your element resistances too
* MONSTER: Wraiths are a little tougher now (they were using the wrong weapon!)
* MONSTER: Living Vines are much more aggressive now (no longer stalk, they just go for the kill)
* MONSTER: Aggro range on Fire Elementals and Rock Golems increased
* MONSTER: Fungal Toads have been toned down.
* MONSTER: Bandit Swordmaster's "Run Through" no longer costs it any stamina
* Adjusted a number of monster wander behaviors
* Paladin's "Shield Mastery" ability now stacks with Mace stun-on-hit property (currently capped at 25% total, either of those alone is +15% chance)
* Damage variance for regular attacks has been reduced by 2/3. This should let you more reliably plan around the damage your attacks do.

BUGS
* Fixed display of abilities on the hotbar that are not on cooldown (should show max turns now, not "0")
* Fixed major bug with how status mods attached to equipment were handled on unequip.
* Fixed bug where the Learn Skill buttons would continuously flash no matter what (oops)
* Fixed crash/hang bug that happened sometimes in combat (I think when an enemy died as you were swinging at it?)
* Claymores (bandit-only weapon) no longer spawn for player
* Fixed engine error when switching jobs, if you had learned innate/passive abilities
* Fixed pathfinding/targeting error with sentry bots in the first boss fight (Probably?)
* Toxic clouds will stay green when switching floors and returning to those floors
* Fixed bug where the game would try to auto-equip unique accessories and fail to do so
* You can no longer equip offhand items when you have a 2H weapon equipped
* Fixed some bugs with switching jobs not working properly
* Fixed some SFX audio bugs with effect systems
* Fixed wrong HP text on helmets
* Bandit Swordmaster's "Run Through" will now reposition camera properly if it hits you
* Fixed bug where summoned destructibles like ice would stack on a single tile (this is now toggleable)
* Fixed bug with new map algorithm that would occasionally cause map edges to be considered as ground tiles
* "Ronin" monsters will properly wander in cellular automata style cave layouts
* Fixed bug with ability targeting that was causing many abilities to allow you to cast on wall/invalid tiles
* Fixed various minor bugs with UI sheets opening/closing and cursor showing up in weird spots
* You can click on title screen options now
* Fixed bug where enemies killed by a counter-attack would sometimes be left with a 'ghost' on the field, causing errors
* Fixed bug where trying to restart the game after death - on a continued game - would not work
* Fixed mismatch of selected item info in shop list
* Fixed issues where clicking in the hotbar area would sometimes move the character
* Pressing multiple arrow keys like Right+Up should now properly move on a diagonal.

CONTENT/GAMEPLAY
* BUDOKA: "Tornado Stance" self-buff. While this is active, enemies will be automatically kicked away and damaged if you're attacked.
* BUDOKA: Vital Point skills have been added. These are free toggles that add debuff effects to your Budoka abilities and critical strikes.
* BUDOKA: "Steel Resolve", new passive that makes you immune to crits and stun effects.
* BUDOKA: "Fist of Mighty Rage". Powerful delayed AOE attack that deals extra damage based on missing health.
* Added a new cellular automata CAVE-style map generation algorithm, currently used on the beginning and 8th floors. Let me know what you think of the feel!
* "Ruins"-type floors like floor 3 are bigger now, and lava pools are more likely to spawn
* Spectacles now give +5 Guile, +5 Swiftness
* "Living Vine" is now "Faunaconda" (thanks Jim)
* Tangledeep is now 12 floors deep! (+2 max floors)
* New 'drunk' wander behavior type for monsters is implemented
* NEW MONSTER: The mighty VERDIGRIZZLY. Found on high levels of the dungeon!
* NEW MONSTER: The Frosted Jelly. Also found at high levels!
* NEW MONSTER: The Guardian Lurker. Appears on the same levels as Guardian Sphere. Also, the properties of Guardian Sphere have been moved to this monster, and vice versa...
* NEW SIDE AREA: Elemental Lair (2 floors!) - Will be refined further
* NEW SIDE AREA: Stone Labyrinth - Will be refined further
* NEW ITEM (Accessory): Noble's Crown.
* NEW ITEM (Accessory): Circlet of Persuasion.
* New 4th tier of armor and shield
* Charm effects are now implemented!

ENGINE
* (Bug-related) Ruins floors now use a flood fill to remove inaccessible areas. This better be fixed.
* Improved the way special maps / side areas are loaded
* Dungeon creator now supports multi-level side areas, and randomly generated side areas. For example, a branch that has 3 floors and a mix of both proc gen and handcrafted layouts.
* Cellular automata cave layout type now has parameters definable in XML
* Tuned set of automata parameters to create 'maze' type layouts
* Monsters can be tagged as Bosses, which gives them immunity (or resistance) to some status effects

QUALITY OF LIFE
* When examining an enemy with temporary status effects, you will now see the duration of those effects
* When examining an enemy, you will now see a guess of the difficulty of that enemy (easy, hard, very hard, on par, etc)
* Auto equip will now only try to auto-equip the item you pick up. Previously, the auto-equip algorithm would run through ALL your potentially open slots and your whole inventory every time you picked up an item.
* You can now rebind movement keys, check the Input tab on startup. MoveEast, NoveNorth, etc.
* Budoka will no longer auto-equip weapons.
* If you just hit "Enter" on the name entry screen, you will now get a random name.
* You can now stop resting by pressing any key.
* You should no longer start the game on a barrel or crate.
* You should no longer start the game on stairs.
* Added QUIT option to title screen
* You can now hover over/examine NPCs to see their name
* If you are using an ability (targeting mode), you can click on that ability in the hotbar to cancel it. OR click on another ability to switch
--

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Thaumaturge
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« Reply #126 on: February 22, 2017, 10:28:27 AM »

The new build has been downloaded, and I'll hopefully play it soon! ^_^

(At the rate at which you're producing new builds, however, I don't know whether I'll actually manage to provide feedback before it's invalidated by the next build. Tongue)

* "Living Vine" is now "Faunaconda" (thanks Jim)

Shouldn't that be "Floraconda"? "Fauna" refers to animals, I believe, and "flora" to plants. (I do realise that "Faunaconda" better fits the pattern of "anaconda"; it's just that it isn't a pun, as I imagine is the intent.)

I'm tempted to suggest "Floradile", but that perhaps doesn't fit the creature--perhaps it might fit some other such creature?

You should go for it!

My main hesitation, I think, is that each community joined incurs an investment of time: the more communities that I join, the more time that I spend away from actually developing the game, it seems to me.

I'll want to join up there eventually, I daresay--I'm just not confident of whether it would be better done sooner or later. :/
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MaxTexeira
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« Reply #127 on: February 22, 2017, 10:49:13 AM »

I love the Suikoden vibe of the graphics <3
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zircon
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« Reply #128 on: February 22, 2017, 11:04:22 PM »

Quote
My main hesitation, I think, is that each community joined incurs an investment of time: the more communities that I join, the more time that I spend away from actually developing the game, it seems to me.

I'll want to join up there eventually, I daresay--I'm just not confident of whether it would be better done sooner or later. :/

That's true. I can't speak to other communities, but roguelikes have a certain tight-knit..ness... and so I think it's important for me to participate. It may be less so with other genres. I wouldn't know though, this is my first game!

Quote
I love the Suikoden vibe of the graphics <3

Thanks!

In the upcoming build...

I've been trying to make the player experience better and I actually think each job just had too many abilities. Too much choice can be a bad thing and can take away from the impact of learning, considering, and using various abilities. I've removed a number of abilities so that each job now has more like 8-9. I may slim it down even a little bit further. I'd rather have more jobs with more  radically different TYPES of abilities, I think.

For example, Paladin had... a lot of stuff. Too much for what is supposed to be a relatively beginner-friendly class. So I removed 4 things. Likewise, Spellshaper's 'Mana Seeker' is nice but could just as easily be an item effect, and the Cone spellshape felt redundant. Sword Dancer had a lot of passives: Fourth Sword and Unconscious Riposte are out the window. And so on.

Also I spent like 2 days working on casino games. lol. But this guy looks so dope, it was worth it:

https://twitter.com/blankthevidya/status/834532393566474245
« Last Edit: February 22, 2017, 11:44:19 PM by zircon » Logged
Thaumaturge
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« Reply #129 on: February 23, 2017, 10:37:59 AM »

That's true. I can't speak to other communities, but roguelikes have a certain tight-knit..ness... and so I think it's important for me to participate. It may be less so with other genres. I wouldn't know though, this is my first game!

A good point, perhaps.

I honestly don't know what sort of community might exist for my game's genre. For one thing, I'm not entirely sure of what genre to consider it to fall under--the best match that I have right now might be "action-adventure" (which is a bit of a catch-all), with the caveat that it's relatively light on combat and heavy on puzzling.

I've been trying to make the player experience better and I actually think each job just had too many abilities. Too much choice can be a bad thing and can take away from the impact of learning, considering, and using various abilities. I've removed a number of abilities so that each job now has more like 8-9. I may slim it down even a little bit further. I'd rather have more jobs with more  radically different TYPES of abilities, I think.

For example, Paladin had... a lot of stuff. Too much for what is supposed to be a relatively beginner-friendly class. So I removed 4 things. Likewise, Spellshaper's 'Mana Seeker' is nice but could just as easily be an item effect, and the Cone spellshape felt redundant. Sword Dancer had a lot of passives: Fourth Sword and Unconscious Riposte are out the window. And so on.

Hmm.... That's interesting. I do agree on the skills that you mention for the Spellshaper (although I'll confess that I haven't actually tried "Mana Seeker" yet): they can likely be removed with little harm. That said, I'll confess that I do like to have a large array of abilities available--as long as they are indeed fairly distinct.

A thought: In order to both keep initial simplicity and end-game complexity, what about "Masteries", being "Jobs" that each job-class can graduate into at a relatively late stage in the game? Otherwise, you might provide in deeper levels books that add new skills to a given job's roster. Indeed, finding a book that offers an intriguing skill, but for a job other than the current, might provide incentive to switch jobs...

... Or you could keep the game simple, if that better serves your vision for it. I'll confess that I seem to have a liking for adding complexity... ^^;

[edit]

Oh, I forgot: I have a bit of feedback. I haven't yet played for very long, so I may post more at a later stage.

First of all, the game's performance seems to have improved! ^_^

That said, it does slow down a little at times: in particular, the salamander's fire attack and--I think--the proximity of water tiles both seem to slow it down.

Getting an initial pool of job-points instead of a set of pre-determined skills is appreciated--I feel that it allows me to more fully build my character, and choose my character's progression, as I'm inclined.

I like the new dungeon layout used in the first level: it feels interesting to explore, with wandering paths and lots of oddly-sized rooms.

The new UI buttons that open and close the various character screens are welcome! Perhaps it might be worth adding a similar one for the map?

I did find one bug with said buttons, I think: while it seems that most of these screens can be closed by pressing their button a second time, this doesn't seem to work for the "skill" screen.

As to the shop, I'm glad to say that the bug that resulted in mismatched item-descriptions after scrolling seems to have been largely fixed. ^_^

That said, there seems to be one case in which a similar issue presents: when scrolling with the mouse-wheel, the item-description seems to only be updated when the mouse-cursor is moved to a new item-slot.

Finally, I think that I encountered one case of clicking on a skill button moving the character "towards" that button. :/
« Last Edit: February 23, 2017, 11:02:48 AM by Thaumaturge » Logged

zircon
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« Reply #130 on: February 23, 2017, 10:36:22 PM »

NEW BUILD! 2/24/2017

WIN: http://zirconstudios.com/game/Build2-24-17.rar
OSX: http://zirconstudios.com/game/Build2-24-17.app.zip

Bug fixes, UI improvements, class rebalancing and retooling were my major goals - making the jobs feel more distinct, removing cruft, etc. BUT there are also new items, magic mods, more aggressive monsters, and a NEW job that is about 90% done - the HUNTER!

BIG OL' CHANGE LOG

BALANCE
* Endless Flagon now restores stamina instead of health.
* Salamanders, Fungal Toads, and Moss Jelly now have a bit of aggro range. Frosted Jellies have yet more.
* Light Armor adjusted. No longer boosts regen, but reduces range at which monsters will aggro you (i.e. they don't hear you)
* Conversely, Heavy Armor now makes monsters slightly more likely to aggro you.
* Accuracy for regular attacks has been clamped from 5% to 95%
* Moss Jellies and Salamanders are no longer quite as slow

BUGS
* Fixed bad behavior/errors with multiple stacked items on the ground and moving up/down floors.
* "Quit" on the title screen works now
* 4th tier light armor now properly offers dodge
* Fixed some UI inconsistencies and bugs on the Equipment screen
* Fixed some bugs with shop list behaving badly with keyboard scrolling - still a bit janky with keyboard and mouse scrolling combined
* Some food was not healing the correct amount of resources
* Axe swings no longer hit allies/pets
* Fixed bug with monster scaling where scaled-up monsters (including champions) would take MORE damage, not LESS! Wooow!
* Conversely, Paladin's "Close Wounds" no longer LOWERS your defense...

CONTENT/GAMEPLAY
* NEW JOB: The HUNTER! Finally, a physical ranged class! Use bows, carefully-planned shots, and traps to defeat enemies. Still missing an ability or two though.
* 2nd boss fight is now on floor 9 instead of floor 8
* A hidden casino can now be found in Tangledeep! Play some slots or blackjack, win some cash... or lose.
* New ACCESSORY: Manaseeker's Ring
* New MAGIC MOD (Offhand): Protection (25% chance to negate crits)
* New MAGIC MOD (Weapon): Lightweight (reduced dual wield penalty when used in offhand)

ENGINE
* Fixed some animation stuff for sprites that have large start offsets (i.e. hail of arrows)
* Save file optimization (about 33% faster / smaller)

JOB CHANGES
* BUDOKA: New passive, "Two-Finger Catch". Randomly catches ranged attacks and throws them back.
* BUDOKA: New vital point, "Explode". Enemies afflicted explode when they die. Wow!
* BUDOKA: Fist of Mighty Rage, Shichisei Tenshin and Deadly Focus removed
* PALADIN: Divine Protection, Radiant Aura, and Divine Retribution removed
* SPELLSHAPER: Mana Seeker and Spellshape: Cone removed
* BRIGAND: Fan of Knives and Improved Parry removed
* BRIGAND: Hemorrhage replaced with Shadowstep, a short range 'blink' that causes an AOE shadow-based bleed on arrival.
* FLORAMANCER: Plant Synergy removed
* SWORD DANCER: The Fourth Sword removed
* SWORD DANCER: Budoka's "Fist of Mighty Rage" -> Relentless Current
* SWORD DANCER: Budoka's "Shichisei Tenshin" -> new ability, "Phoenix Wing Movement"

QUALITY OF LIFE
* Lava is now orange on the minimap, instead of red
* Combat log will no longer fade out if you are hovering over UI
* You can now reliably close equipment, job, skill (etc) sheets by clicking on their buttons again
* Also, every UI sheet now has an X button to close the sheet via mouse

WRITING
* "Faunaconda" is now "Floraconda". Oops


RE: YOUR FEEDBACK, THAUMATURGE - GAME SIMPLICITY?

As always, really helpful input. I don't want the game to be simple by any means. There should be a lot of depth to the systems, richness, and true decisions/choices moment-to-moment AND in how you build your character. That is the goal. However achieving that goal means making all the content worthwhile and unique. Sure I could give the Budoka 10 different punch attacks. But not only is that way harder to balance, it also takes away from the impact and uniqueness of just having 1 or 2.

Ultimately I'm aiming for about 12 jobs for the final release. Each will have 8-9 abilities (2 of which are passive) - so you'll have something like 24 passives to choose from and between 72 to 84 active abilities. That's a lot! And I want them all to feel distinct and interesting. The Brigand's movement skills are about stealth and dirty tactics: swapping places, attacking while you move. The Paladin's is boldly charging into enemies. The Sword Dancer has a long leap that requires a target. etc.

On top of all that each job will have a 3rd tier innate ability unlocked when you master the job. There will also be way more items, magic mods, and equipment customization... Don't worry, it's going to be a rich game :D

I caught the UI bugs you described I think, with the exception of clicking on a skill button moving the character. Gotta spend more time with that. I suspect it's resolution related... Remind me what your resolution is?
« Last Edit: February 23, 2017, 10:44:07 PM by zircon » Logged
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« Reply #131 on: February 24, 2017, 10:25:47 AM »

As per usual, I have the new version downloaded I believe, and intend to play it soon. ^_^

However achieving that goal means making all the content worthwhile and unique. Sure I could give the Budoka 10 different punch attacks. But not only is that way harder to balance, it also takes away from the impact and uniqueness of just having 1 or 2.

I very much agree! Perhaps even more so in a game that allows (what is effectively) multi-classing: having largely-unique skills--i.e. skills not easily replicable in another class--provides more incentive to take on another class.

I don't want the game to be simple by any means. There should be a lot of depth to the systems, richness, and true decisions/choices moment-to-moment AND in how you build your character. That is the goal.

...

Ultimately I'm aiming for about 12 jobs for the final release. Each will have 8-9 abilities (2 of which are passive) - so you'll have something like 24 passives to choose from and between 72 to 84 active abilities. That's a lot! And I want them all to feel distinct and interesting. The Brigand's movement skills are about stealth and dirty tactics: swapping places, attacking while you move. The Paladin's is boldly charging into enemies. The Sword Dancer has a long leap that requires a target. etc.

On top of all that each job will have a 3rd tier innate ability unlocked when you master the job. There will also be way more items, magic mods, and equipment customization... Don't worry, it's going to be a rich game :D

That sounds pretty good, overall! :D

I caught the UI bugs you described I think, with the exception of clicking on a skill button moving the character. Gotta spend more time with that. I suspect it's resolution related... Remind me what your resolution is?

I believe that I'm currently playing at 960 x 540, in windowed mode.
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zircon
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« Reply #132 on: February 27, 2017, 10:38:02 PM »

NEW BUILD! 2/28/2017 (Pre-GDC)

WIN: http://zirconstudios.com/game/Build2-28-17.rar
OSX: http://zirconstudios.com/game/Build2-28-17.app.zip

Hey, I have a website now! Check out Tangledeep.com :D

This build has some BIG changes to some core gameplay and visual things. I expect there to be problems but overall I think we made a couple nice moves in the right direction. On the visual end, we now have grass tiles and proper code for 'directional' water. The camera view should now be pixel-perfect (no stretched pixels or distortion) and a non-smoothed camera mode is available for shimmer-free, pixel perfect scrolling.

On the gameplay side, I've been grappling with the problem of regeneration. It was previously optimal to run away from monsters and dance around to regain health, or press R in a corner. It reduced the challenge and danger level and it let you play sloppy in each encounter. Well, now regeneration is gone! Instead you have a magic flask used by clicking or pressing U. It holds unlimited charges, and heals your stats each time it's used. Find more charges by exploring the dungeon and stepping on fountains.

... oh yeah, and I spent several days deep in the engine code, refining things like monster pathfinding to be about 400% faster ...

ART/VISUALS
* Camera/viewport has been redone and should now be pixel perfect, including camera scrolling. No stretched pixels, no "shimmer" artifacts. Let me know what you think! There is also a "Smooth Camera" option that may have more shimmer, but movement is ultra-smooth.
* Grass tiles are now in the game! Beautiful!
* First pass on directional river

BALANCE
* The number of mods a champion can spawn with has been adjusted based on floor.
* Champion monster damage mitigation decreased
* All food is about 50% more effective

BUGS
* Game properly shows as "Tangledeep" not "Impact7DayRL"
* Fixed a crash/hang bug related to attacking and jitter animation
* Stunned monsters that are charging up abilities will no longer use the abilities... while stunned...
* Tile effects like lava will now fire even on extra turns
* When using jump abilities like Wild Horse, you should now jump around obstacles in your way if you have line-of-sight on the target.
* When continuing the game in town or any other special area, the appropriate music will play
* Brigand's Shadow Step now does correct damage (scaling from Spirit Power)
* (Partially balance) Fixed a bug where anything that had a damage output multiplier got the bonus 2X... like champions... oops
* Budoka's offhand attack should now scale properly with strength
* Budoka's debuffs no longer affect the user (OOPS)
* Fixed some weird/bad options menu behavior

CONTENT/GAMEPLAY
* Two new hunter abilities - Ice Missile and Triple Bolt! This rounds out the job.
* Altars removed from the game for now (these were previously a way to get rid of unused items. Outdated now.)
* MAJOR new change - experimental - regeneration has been removed from the hero. In exchange you've been given a magic flask, usable by clicking or pressing U. This will regenerate your stats over time. You will heal even more based on Strength (more health regen), Spirit (more energy), Discipline (more stamina). The flask can store unlimited charges, and can be refilled by stepping into Fountains (a new map object).
* As a result of the above, resting has been removed from the game.
* New armor magic mods: BRAMBLES and THORNS. Reflects damage in melee.
* New accessory: Fairy's Choker.
* EXPLORER removed from the game, replaced with THIRST QUENCHER (heal more from your flask)

ENGINE
* VSync is now available in the Quality menu (every frame, or every other frame)
* FOV Slider temporarily disabled as I work on camera.
* Performance optimizations for ability targeting (used frequently by monsters)
* Performance optimization - combat log via object pooling
* Performance optimization - monster pathfinding
* Performance optimization - all resources are now cached on game start and not Loaded on the fly
* New ability shape: CLAW (used by Hunter)
* New ability logic: strike only first target in ray/line
* Made SummonActor effects more flexible (i.e. summoning based on a struck/status effect owner's position, not originating actor's pos)
* Effects can now have a status requirement, i.e. not processing effect X unless target has status Y.
* Abilities can now be tagged as requiring ranged weapons
* Change stat effects can be marked as silent so they don't appear in the combat log.

QUALITY OF LIFE
* Weapons in your hotbar are no longer directly sellable in the shop. You must unbind them first. (No more accidental sales)
* Attacking destructibles now shows your weapon impact animation
* Added new "Restart Same Character" option at gameover to restart with the same name, job, and feats.
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Zireael
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« Reply #133 on: February 27, 2017, 11:50:54 PM »

What did you use to make the website? I'm slowly working on mine, from scratch because Jekyll is a pita to get working on Windows and other static site generators don't cooperate with the GitHub Pages.
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zircon
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« Reply #134 on: February 28, 2017, 07:25:56 AM »

What did you use to make the website? I'm slowly working on mine, from scratch because Jekyll is a pita to get working on Windows and other static site generators don't cooperate with the GitHub Pages.

Oh nothing special... I just picked up an HTML template for this. For my other business I use wordpress with a custom design, but WP seemed like overkill here.
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« Reply #135 on: February 28, 2017, 11:11:35 AM »

Interesting! I intend to download the new build a little later, and hopefully play it soon. ^_^

I like the idea of removing the "rest" mechanic. Indeed, I'd considered suggesting something similar previously; I'd found it to be all too easy to clear a floor, then dash back upstairs and rest when my health, stamina, or energy ran low.

I'm interested to see how the new system feels. Was it inspired by Dark Souls/Bloodborne, perhaps?

* EXPLORER removed from the game, replaced with THIRST QUENCHER (heal more from your flask)

If I recall correctly, I tried the "explorer" perk several times, wanting to more prioritise gaining job-skills. However, I found the rewards to be too slight, and too easily-missed, to feel worthwhile. :/

Hey, I have a website now! Check out Tangledeep.com :D

It looks good, overall, I think. ^_^

My one critique is that, to my eye, at least, the middle section--starting from "A roguelike inspired by..." and ending with the three points below the green rectangle--looks a little empty, and lacking in personality. That said, it may be that this layout is preferable when viewed on a mobile device, where the small screen might result in clutter interfering with legibility.

Finally, a few bits of feedback from the previous build; if any no longer apply in the new build, please ignore!

I found that I was sometimes unable to target enemies at the far edges of an evocation's range: as I recall, they would fall into the targeting rectangle, and their tile would highlight when hovered over, but clicking did nothing. Nearer targets didn't seem to be a problem.

In the shop, while the descriptions are correct, clicking on an item after scrolling with the mouse-wheel seems to purchase the wrong item. (At a guess, the item that would have been under the cursor had the list not been scrolled.)

A suggestion: Right now (well, as of the previous build), the job-screen and "learn skill" buttons flash whenever the player has enough JP to purchase a new skill. However, since I tend to save up points for specific skills, I tend to have those notifications showing often enough that they don't really convey much information to me.

What I suggest, then, is having them be dismissed when the job-screen is closed, only showing again when the player earns enough JP for a skill that wasn't available at the time of the job-screen's closing.

This would allow the player to respond to the notifications by checking the job-screen, and, if there's nothing that they want to purchase just yet, close it again until the next notification.
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« Reply #136 on: March 07, 2017, 09:09:13 PM »

Hmm ok, tell me if you have any of those issues (some may be solved, some not - yet) with the build below...

NEW BUILD! 3/8/2017

WIN: http://zirconstudios.com/game/Build3-7-17.rar
OSX: http://zirconstudios.com/game/Build3-7-17.app.zip

Today we have a wide spread of new art, polish, bug fixes, balance tweaks, and content. The biggest game experience changes are that you now start in the town, and you now have a permanent 'town portal' item that can be used anytime to return to town. You can then take a portal back to where you were. We're also experimenting with walking sprites - starting with the Hunter - which look pretty amazing, in my opinion!

Also, we're about 1 week away from launching a Kickstarter. If you're reading this, can I count on your support? If so, join our mailing list here to be notified of the launch.


The current cast of characters, monsters and NPCs. Some new art + palette improvements here!


A snapshot of the world as it looks now. Improved grass, trees, better lighting, better fog of war.


Walking animation!?

FULL CHANGE LOG

ART/VISUALS
* Improvements to stone + earth tile sets, plus new variations
* Characters 'jab' while attacking now
* Jitter animation (when hit by an attack) is no longer based on frame rate
* NEW MONSTER ART: Sentry Assembler
* NEW BATTLE/STATUS FX ART: Static Shock, Shadow Trap, Hundred Fists, Regenerate, Feared, Haunted, Electrified, Hunter Tracked
* New skill icons for Hunter
* Fog of war / unexplored areas look better now (softened/cloud-like texture)
* Lovely trees now spawn
* New art for mud, lava (work in progress)
* PRE-ALPHA TEST: Walking animation for Hunter. We will do walking animations for all jobs as the camera/movement system is refined
* New "chunk" wall decor

BALANCE
* Magic Fountains now give you 2 flask charges instead of 1, Fairy Choker now gives you 50% chance for an additional charge instead of 100% chance
* Brigand’s “Escape Artist” stun now lasts an additional turn
* Budoka Vital Point toggles now make your abilities cost +5 energy
* Adjusted Sword Dancer and Brigand JP costs down slightly.
* Summoned Floracondas no longer regen HP over time.
* Toned down the number of mobs in the bandit fight, as well as health values of all but the boss. Boss gained new powers and a new sprite though!
* More mud should spawn near rivers

BUGS
* NPCs are now properly collidable again
* Tutorial popup option “turn off all tips” works again
* Stalking monsters should now properly identify dangerous tiles
* Grass should no longer spawn in water, mud, or lava
* Enter/return works for ability targeting confirmation again
* FOV slider works again (all values pixel-perfect)
* Dead enemies will no longer print status messages after death
* Fungal Toads can no longer regenerate above their max health
* You will now level up if you hit the XP requirement exactly (before, if you had 50/50, you would not level)
* If you are using a toggled skill that requires Energy/Stamina per use (like Thundering Lion), the skill will no longer de-toggle if you go below the required stat. It simply will not fire.
* Bandit Swordmaster (now Battousai) Run Through now swaps places properly
* River properly spawns on floors where it is intended to spawn
* MAYBE POSSIBLY CLICKING IN THE UI WON'T MOVE YOU ANYMORE?
* Splashes now play at the appropriate time
* Fixed various other anim timing issues
* Fixed issues with some animations firing at the wrong rotation
* Fixed some major bugs with area and status loading from save

CONTENT / GAMEPLAY
* The game now begins in Riverstone Camp, and a helpful NPC has been added to the end of the bridge. (Will eventually give quests)
* Powerups now disappear after about 10 turns, but persist when switching floors and on game save/load
* “Zen” magic mod removed from the game
* Brigand CONCUSSION has been removed from the game.
* Brigand FAN OF KNIVES added back to the game (now also refunds Energy cost when it hits bleeding enemies)
* NEW ITEM: Teleportation Scroll (three guesses as to what it does)
* NEW MAGIC MODS: Second-tier stat boosts for Accessories (+20 to single stats) - note, some stat mod names were switched
* NEW MAGIC MOD (Accessory): Well-Rounded. +5 to all stats.
* TWO NEW MAGIC MODS: Elemental Protection and Elemental Shielding. Available on Offhands.
* NEW ITEM: Assassin Gloves. Grants +15% damage when attacking with piercing weapons.
* HUNTER MASTER ABILITY (all skills learned): Summon Wolf Companion (summons a pet that lunges at and slows enemies)
* BUDOKA MASTER ABILITY: Lethal Fists. Your regular attacks and abilities have a chance of striking ANY or even ALL vital points
* SWORD DANCER MASTER ABILITY: Effortless Parry. Any time you parry an attack, all your cooldowns are reduced by 1.
* FLORAMANCER MASTER ABILITY: Your Summoned Floraconda gains a shield of thorns
* BRIGAND MASTER ABILITY: Whenever you use Cloak & Dagger or Shadowstep, you also drop a bomb.
* PALADIN MASTER ABILITY: Sanctuary. Prevents all damage for a brief time.
* SPELLSHAPER MASTER ABILITY: Unstable Magic. Blast an enemy with random elements (can be spellshaped!)
* You have been given a Torch of Escape with unlimited charges from the very beginning of the game. You can use this to escape anytime (after a brief delay). The Torch of Escape droppable item, and the Escape Master feat, have thus been removed.
* There is a placeholder final boss area, with a final boss, that can be defeated to win the game.

ENGINE
* Rewrote how powerups are handled - now follow the same logic as other map objects/destructibles
* Ability effects can now limit targeting to specific factions, independent of who created the effect
* Adjusted behavior for Floramancer random vine summoning
* New fog of war engine
* Rewrote system for how terrain tiles like mud, water, lava are displayed
* Expanded stair functionality; stairs can now be portals, and can teleport to specific tiles

QUALITY OF LIFE
* When switching jobs, the stats gained from the new job will no longer clutter the combat log
* Budoka will no-longer auto-equip things to offhand (to preserve your default double attack
* When hovering over a tile with powerup(s) the type of powerup(s) will be displayed
* When switching from a 2 handed weapon to a 1h weapon with an offhand and back again, your offhand item will be remembered. For example, Sword+Shield -> Bow -> Sword, your shield will be re-equipped automatically.
* The Job screen (J) now shows your current mastery level (how much JP you’ve spent vs. the max JP needed to master)
* Rather than being separate abilities, Floramancer’s upgraded Summon Floraconda now just applies to the original skill.
* Monsters that are running away will now display a "feared" icon
* Regen Flask and Escape Torch (town portal) are now bindable in the Input tab before game start
* When escaping from dungeon, the map will fade out then in again (just like traversing stairs)
* When escaping from dungeon, a small animation will play indicating that you activated the ability.
* Moving into walls no longer takes a turn.
* You now start with 100g

WRITING
* Full basic pass on all items for flavor text (no more placeholders)
* Creeping Spider -> Cave Stalker
* Jade Beetle -> Goliath Beetle
* Dark Alchemist -> Mad Chemist
* Cave Lion -> Panthox
* Young Water Elemental -> River Spirit
* Young Fire Elemental -> Ember Spirit
* Toxic Urchin -> Quillkin
* Bandit Swordmaster -> Battousai
* Young Lightning Elemental -> Thunder Spirit
* Rock Golem -> Craggan
* All bandit boss fight mobs renamed
* "Five Foot Step" feat -> Quick Step

« Last Edit: March 07, 2017, 09:17:17 PM by zircon » Logged
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« Reply #137 on: March 08, 2017, 10:23:45 AM »

Hmm ok, tell me if you have any of those issues (some may be solved, some not - yet) with the build below...

I intend to!

NEW BUILD! 3/8/2017

Ah, excellent! I mean to download and try it soon! ^_^

Also, we're about 1 week away from launching a Kickstarter. If you're reading this, can I count on your support? If so, join our mailing list here to be notified of the launch.

If I had the money to comfortably spare, I likely would. :/

(This did prompt me to check for a Twitter account, however--I've followed the Tangledeep account (my handle being @EbornIan).)

[images]

Ah, those look really good, I do think!

Based on the GIF above, the hunter's walking animation looks pretty good to me--a bit of detail that I think makes movement feel a little less artificial. It might be nice to have multiple animation directions, of course--but that's a significant investment, and what you have looks good, I think.

* FOV slider works again (all values pixel-perfect)

Ah, excellent! I'll confess that being permanently zoomed-in somewhat put me off playing in the previous build.

* MAYBE POSSIBLY CLICKING IN THE UI WON'T MOVE YOU ANYMORE?

Hah, we may hope so! XD

* Powerups now disappear after about 10 turns, but persist when switching floors and on game save/load

Hmm... What prompted this, if I may ask? (I'll confess that I don't really like having drops disappear, in general--but then that's a personal preference.)

* NEW ITEM: Teleportation Scroll (three guesses as to what it does)

Hmm... Let's see...

It makes televisions drinkable!

It grants access to foreign harbours!

It translates telenovellas!

Yes? :D
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« Reply #138 on: March 08, 2017, 05:22:38 PM »

Here's why I changed powerup behavior - before, if you were really smart and micromanage-y, you could generate them and leave them for when you need them. That's lame. They're supposed to be like Diablo 3 health globes or something. I WILL increase the time it takes for them to disappear though.
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« Reply #139 on: March 08, 2017, 09:48:01 PM »

First of all, game looks and feels fantastic so far!

While the placeholder sounds did trigger some nostalgia, the music track that you created seemed to blend with that same feeling really well (I was really digging it). So I'm looking forward to what you come up with when you tackle the SFX.

Loving the art style of the characters.

Only had time to play through once so far, but I'll circle back to try out a couple different classes and skills.

Here's a few bugs I noticed (Win10):
  • cooldown timer on skill could be more visible, it was red and my quick step skill was orange, didn't notice it at first
  • kept thinking I didn't have anything in my equipment inventory until I moused over my equipment slot, not sure of a good fix for presentation there, maybe if the big blank inventory window wasn't there until the equipment item is moused over, or it says "Select an equipment slot" in the space until one is chosen?
  • clicked on my canteen (with mouse) to heal and I moved in that direction also (collision on UI not blocking maybe?)
  • when I fill canteen the new max number doesn't show up immediately (like if I currently have 3, fill it up, it takes a while after moving around til it shows 5 uses), not sure if intended
  • On the "You have died!" screen, couldn't confirm either option. The hand icon could point at either of them, but nothing happened when I pressed enter or clicked, so had to close the game

Signed up to the mailing list so I can support on Kickstarter when it goes live! I'll try to keep an eye out here too to try and give feedback. Good luck!
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