st33d
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« Reply #220 on: March 31, 2010, 12:48:05 AM » |
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Thanks guys I'll look into those issues.
You revert to your normal form if you go outside the dungeon (I have to create that bit yet), mostly because that part of the game is in colour.
I already had an idea for a knockback rune, but I couldn't really get a solid idea for it. All the monsters have a flying backwards state that isn't used yet.
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Rumrusher
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« Reply #221 on: March 31, 2010, 01:00:09 PM » |
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So are you doomed to be a goblin forever if you polymorph yourself?
no your doom to never be able to wield items as a orc so you can poly back to a different creature and still be able to equip items it's just the orc.
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st33d
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« Reply #222 on: March 31, 2010, 02:47:32 PM » |
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errata:
polymorphed undead on minion: item references weren't being updated on resurrect - fixed weird glitch: no idea - unresolved minion equip effects not happening: the equip effect was still player-centric - fixed bow effects not happening: no binding between bow and arrow - fixed (also added victim health bar when player uses bow) monsters ignoring arrows: no code for this at all - fixed competitive climb error: no idea, there's even a clause in the AI to stop this - requires in depth investigation no items when polymorphed: reskin code ignoring equipment graphics - fixed (orcs bloody well can use weapons)
I'm really not keen on lighting the arrows. The lighting engine uses a shitload of cpu. I'll come back to this at the end of development.
The polymorph rune is powerful enough without giving you free magic, that's just taking the piss. It can turn flies into invisibility, and when experience levels on weapons come into effect, that's going to make a big difference too. You're going to start out the game with just daggers and flies, you don't get the good shit till much later. It's the chaos rune's job to dole out random powers - be them multiple or not.
Knockback or bounce aside I was thinking about the Amulet of Yendor that you have to get for the end game to take to the surface. What was the Amulet of Yendor's special ability?
Levitation.
In the old Rogue it meant being able to go up floors. In this it takes on a whole new meaning. Think of the fucker you've got to take it from...
So as much as I was thinking there would be no jump in the game at all (it would be a massive advantage), mokesmoe's suggestion does sound like the perfect reward at the end.
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« Last Edit: March 31, 2010, 02:52:31 PM by st33d »
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mokesmoe
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« Reply #223 on: March 31, 2010, 04:52:55 PM » |
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Darn it! I got stomped when I had some awesome items. A bow with 20 poison, 16 light, and 13 teleport, and a 17 healing invis. (Numbers other than 20 poison are approximate. I couldn't check because I was dead.) Even just after a couple poisons, the bow would be guaranteed to kill, albeit slowly. Due to that, the teleport let them die far away from me, and the light helped me avoid them, and see if there were more enemies. Turns out light is useful even without the lighted up arrows. I noticed that enemies are only active on the screen, this makes sense to do, but when I poison and teleport an enemy, they won't take damage outside of the screen, and their health bar will freeze. When I find the again, they start dieing again.
I was completely over powered, but I would probably be fighting much harder enemies by the time I had that good of items.
Regenerate seems to break the invis graphical effect, but it's only a graphical glitch.
I never summoned a minion, andI didn't get the weird glitch, so now I'm sure it has something to do with the minion. I think it has something to do with equipping him, since the glitch also messes up your inventory screen too. Have you been able to reproduce the glitch?
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st33d
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« Reply #224 on: April 01, 2010, 12:44:28 AM » |
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I think when I get experience levels in, then I can start work on balancing. A level 20 orc is going to be pretty tough. I also need Kobolds in as the shittiest monster - slow and weak. Goblins being nippy are quite deadly when above you.
The glitch you decribed with the image is the game crashing right in the middle of the engine loop. Hence everything looks weird.
When Flash hits an error, it refuses to process any code past that point - but still keeps running. Hence the rendering goes weird and yet you can still do stuff. I'll need to review the minion and items at some point because implementing item-stacking caused a lot of issues. That may catch the bug.
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Rumrusher
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« Reply #225 on: April 11, 2010, 01:54:41 AM » |
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I been wondering about the progress of this game so here's some fan art for adding in the ability to do this
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st33d
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« Reply #226 on: April 22, 2010, 02:19:04 PM » |
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Nice artwork, thanks. Why have they got stumps for legs? It's motherfucking update time again!STAIRS! AN OVERWORLD THAT'S NOT COMPLETE YET BUT HAS THE GRINDSTONE AND HEALSTONE! A NEW AND IMPROVED DUNGEON GENERATING ALGORITHM, EXPLORING JUST GOT MORE INTERESTING! THROWS MORE BUGS THAN A NEWBIE POKEMON TRAINER! So here's the things you don't need to tell me about: - some kind of enchanting bug - seen once
- the rune pass through bug - throwing runes seems dodgy at times
- pickup bug - very rarely an item will not get removed from the map when being picked up. Error throwing in place
- equipment stacking bug - i need to rewrite the equipment system, whilst very sober
- quickening bug - no fucking clue - error throwing in place
- monsters chasing you up ladders - usually initiated whilst in possession of a bow - needs investigation
Click the "latest demo" link in my signature to try it. The new dungeon generator also has a demo with source code
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« Last Edit: April 23, 2010, 06:13:29 AM by st33d »
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Rumrusher
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« Reply #227 on: April 24, 2010, 12:13:07 AM » |
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Nice artwork, thanks. Why have they got stumps for legs?
well I never seen shoes or signs that they had feet from playthroughs of the game. a excuse for not thinking about basic anatomy.
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tim-bo-jay
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« Reply #228 on: April 24, 2010, 05:14:34 PM » |
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I love this game, and each time you release a new demo I love it a little more, but god damn it if another monster stands on my head when I go up a ladder I swear I'll cry like a little girl!
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Nektonico
Level 2
Time traveller graffiti
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« Reply #229 on: April 25, 2010, 12:54:34 AM » |
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This is neat. I enjoyed it a lot. The movement scheme felt somehow reminiscent of Lode Runner, a really old side scroller (its probably all those ladder ). One minor qualm, i could never figure out by myself how the hotkeys are supposed to work, and i couldnt figure out either how to shoot arrows without using the menu system (is it even possible?). If i may nitpick a little, i thought it was a bit annoying to have the pick-up-items command mapped to the move-up key. Maybe it would be more confortable to have it mapped elsewhere (as in, an independent separate key solely to pick up stuff). Or perhaps the bag of holding the character carries around has infinite capacity, and it doesnt really matter if you go around picking up each and every bit of loot thats laying around. I didnt bother to find out. It almost gave me that "just one more dungeon" feel. Maybe if it had more content. The game mechanics are sound, and the pixel art looks endearing.
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He was built by the worlds finest surgeons to drive the fastest car ever designed and nothing can stop him now. ಠ_ృ “The greatest misfortune is when theory outstrips performance.” - Leonardo DaVinci
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st33d
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« Reply #230 on: April 27, 2010, 12:38:10 AM » |
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You just walk keep stepping right through the menu till you activate something after the hotkey option. Then that action is bound to that key. So you can bind the "shoot" action of the bow to a key. The hot-keys by default are numbers 0-9. You can redefine them, but I haven't got a save state for the menu yet.
The bag of holding is infinite, yes.
I'm currently struggling with trying to balance monster and item levels. What makes it really difficult is the polymorph spell - which should offer you different characters to play. But if a monster is worth playing, then when you meet it, it beats the shit out of you. Haven't worked out how to best skew it in favour of the player - especially on the first levels.
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st33d
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« Reply #231 on: May 05, 2010, 12:54:55 PM » |
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Added levelling to items and monsters. As a result, weapons and armour don't stack, but there will be less of them when I implement monster and item layout.
Menu help has been moved to the top of the screen so you can see what you've cast / eaten. Help text in for items too.
And various bug fixes.
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st33d
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« Reply #232 on: May 08, 2010, 05:21:10 AM » |
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Now on GitHubIf you'd like to contribute towards getting this game finished, download the source and see what you could add or do better to it. I had to pull fff_Quadratis.ttf from the assets folder unfortunately because it's a purchased font and I don't have the right to distribute it. Just use any old ttf font in it's place for now (flixel comes with a ttf pixel font you can use).
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baconman
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« Reply #233 on: May 08, 2010, 09:50:48 AM » |
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That is a pretty fun game, and so simple, too! About all I'd do to touch it up is make "Rouge's" hair red; making her easy to distinguish from other characters, especially where it's crowded.
And one more touch-up: Seperate the "Reset" from the "Restart" - it kinda sucks remapping my keys and hotkeys every time I lose, just because I have to restart. ~.~ Restart hotkey = the win.
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« Last Edit: May 08, 2010, 12:39:18 PM by baconman »
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st33d
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« Reply #234 on: May 08, 2010, 03:07:46 PM » |
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Yeah - I still need to put a shared object in yet. It'll save all your menu preferences and offer a quicksave option so you can return to the url in the future with your current game intact. Just working on content distribution at the moment (allowing me to convert the player's progress into the same bunch of Strings I use to generate the level - and save them).
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st33d
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« Reply #235 on: June 04, 2010, 04:02:22 PM » |
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Just wondering before the next update...
...should you start with the minion? It does make things easier, and it does give that nethack feel.
I'm doing an overhaul of the code to support the item distribution too.
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Rumrusher
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« Reply #236 on: June 04, 2010, 05:30:03 PM » |
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Just wondering before the next update...
...should you start with the minion? It does make things easier, and it does give that nethack feel.
I'm doing an overhaul of the code to support the item distribution too.
I say yes but that for the twin sister perk and cutting half the time of using undead on creatures. st33d if you could make a over world(for to say you leave the town) so that dungeon crawling isn't the only thing we could do.
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st33d
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« Reply #237 on: June 20, 2010, 10:47:12 AM » |
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Just wrote a content manager so I can tweak the distribution of items and monsters across levels. Level contents won't deplete just yet, still a few things to iron out.
One of them being remembering how to upload stuff to github. I've completely forgotten how and I've changed a lot of the syntax. Oh well.
There won't be much overworld for now. I've still got to finish content in the dungeon, this ain't just all orcs and goblins you know.
The current build has been updated.
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mokesmoe
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« Reply #238 on: June 20, 2010, 11:06:12 AM » |
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The latest build doesn't seem to be working. All I get is a black screen.
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st33d
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« Reply #239 on: June 20, 2010, 12:20:39 PM » |
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Just uploaded a new one. With kobolds.
Edit: And trolls
Try it now.
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« Last Edit: June 20, 2010, 02:17:36 PM by st33d »
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