st33d
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« Reply #300 on: July 22, 2010, 11:09:46 AM » |
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Okay, now it's updated.
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JackieJay
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« Reply #301 on: July 22, 2010, 04:29:31 PM » |
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Looks epic ! *Downloading demo
edit:Oh wait it's a flash game. Cooool, I'll give my feedback once I'm done playing.
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Rumrusher
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« Reply #302 on: July 23, 2010, 01:32:05 AM » |
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WELCOME ROGUE PICKED UP RUNE OF ? MINION EATS RUNE OF LIGHT KOBOLD PUNISHED BY CRUSHING KOBOLD PUNISHED BY ROGUE KOBOLD PUNISHED BY CRUSHING KOBOLD PUNISHED BY SKELETON KOBOLD PUNISHED BY ROGUE ROGUE TORE OUT A KOBOLD HEART PICKED UP DAGGER KOBOLD PUNISHED BY ROGUE PICKED UP DAGGER MINION EATS KOBOLD HEART TELEPORT TRAP TRIGGERED TELEPORT DART HITS ROGUE TELEPORT TRAP TRIGGERED TELEPORT DART HITS ROGUE KOBOLD PUNISHED BY ROGUE KOBOLD DECAPITATED BY ROGUE KOBOLD PUNISHED BY ROGUE ASCENDED TO OVERWORLD SAVED GAME DATA WELCOME TO LEVEL 2 ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING BEGINNING SEARCH, PLEASE STAY STILL... SEARCH ABANDONED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING WELCOME TO LEVEL 3 ROGUE WELCOME TO LEVEL 4 ROGUE DESCENDED TO LEVEL 1 SAVED GAME DATA KOBOLD PUNISHED BY SKELETON DESCENDED TO LEVEL 2 SAVED GAME DATA GOBLIN KILLED BY ROGUE GOBLIN KILLED BY ROGUE PICKED UP FLIES AND RUNE OF LIGHT KOBOLD PUNISHED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 1 DISCOVERY BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING KOBOLD PUNISHED BY SKELETON GOBLIN KILLED BY ROGUE KOBOLD PUNISHED BY CRUSHING BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES GOBLIN KILLED BY ROGUE MINION EATS RUNE OF LIGHT POISON TRAP TRIGGERED GOBLIN KILLED BY ROGUE POISON TRAP TRIGGERED POISON DART HITS SKELETON PIT TRAP TRIGGERED ROGUE EATS KOBOLD HEART BEGINNING SEARCH, PLEASE STAY STILL... KOBOLD PUNISHED BY SKELETON SEARCH COMPLETE 1 DISCOVERY GOBLIN KILLED BY ROGUE PICKED UP FEDORA POISON TRAP TRIGGERED POISON TRAP TRIGGERED POISON DART HITS ROGUE PICKED UP RUNE OF ? BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING DESCENDED TO LEVEL 3 SAVED GAME DATA BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 3 DISCOVERIES PICKED UP DAGGER ORC BEAT BY CRUSHING BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING ORC BEAT BY SKELETON KOBOLD PUNISHED BY ROGUE GOBLIN KILLED BY ROGUE KOBOLD PUNISHED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 1 DISCOVERY GOBLIN KILLED BY CRUSHING GOBLIN DECAPITATED BY ROGUE SAVED GAME DATA DESCENDED TO LEVEL 4 SAVED GAME DATA ORC BEAT BY CRUSHING ORC BEAT BY SKELETON KOBOLD PUNISHED BY ROGUE PICKED UP RUNE OF ? MINION EATS RUNE OF HEAL + FEDORA ENCHANTED WITH RUNE OF HEAL GOBLIN KILLED BY ROGUE KOBOLD PUNISHED BY SKELETON GOBLIN KILLED BY SKELETON BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES ORC BEAT BY ROGUE DESCENDED TO LEVEL 5 SAVED GAME DATA BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 1 DISCOVERY KOBOLD PUNISHED BY CRUSHING BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING GOBLIN KILLED BY CRUSHING BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 1 DISCOVERY TROLL SILENCED BY SKELETON TROLL SILENCED BY ROGUE ROGUE TORE OUT A TROLL HEART PICKED UP RUNE OF ? AND RUNE OF ? PICKED UP RUNE OF ? AND SWORD MINION EATS RUNE OF TELEPORT MINION EATS RUNE OF POISON MINION EATS TROLL HEART KOBOLD PUNISHED BY SKELETON TROLL SILENCED BY ROGUE WELCOME TO LEVEL 5 ROGUE POISON TRAP TRIGGERED POISON DART HITS ROGUE POISON TRAP TRIGGERED POISON DART HITS ROGUE TROLL SILENCED BY CRUSHING PIT TRAP TRIGGERED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING KOBOLD PUNISHED BY CRUSHING DESCENDED TO LEVEL 6 SAVED GAME DATA PICKED UP RUNE OF LIGHT AND RUNE OF POISON TELEPORT TRAP TRIGGERED TELEPORT DART HITS SKELETON SAVED GAME DATA POISON CAST UPON GOBLIN GOBLIN KILLED BY ROGUE GOBLIN KILLED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 1 DISCOVERY ROGUE EATS RUNE OF LIGHT GOBLIN KILLED BY CRUSHING PICKED UP SWORD PICKED UP FEDORA KOBOLD PUNISHED BY ROGUE GOBLIN KILLED BY SKELETON TROLL SILENCED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES GOBLIN KILLED BY ROGUE GOBLIN KILLED BY SKELETON THE LIGHT WEARS OFF SAVED GAME DATA DESCENDED TO LEVEL 7 SAVED GAME DATA TROLL SILENCED BY CRUSHING KOBOLD PUNISHED BY SKELETON TROLL DECAPITATED BY SKELETON GOBLIN KILLED BY ROGUE GOBLIN KILLED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... MINION EATS TROLL HEART SEARCH COMPLETE 1 DISCOVERY TROLL SILENCED BY SKELETON PICKED UP STAFF AND HAMMER AND RUNE OF POISON GOBLIN KILLED BY CRUSHING PICKED UP RUNE OF HEAL AND + STAFF SAVED GAME DATA BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING ORC BEAT BY ROGUE ROGUE TORE OUT A ORC HEART TROLL SILENCED BY CRUSHING GOBLIN KILLED BY ROGUE GOBLIN KILLED BY ROGUE TELEPORT TRAP TRIGGERED TELEPORT DART HITS ROGUE ORC BEAT BY ROGUE POISON TRAP TRIGGERED KOBOLD PUNISHED BY SKELETON POISON TRAP TRIGGERED POISON TRAP TRIGGERED POISON DART HITS ROGUE POISON TRAP TRIGGERED POISON TRAP TRIGGERED POISON DART HITS SKELETON W: + SWORD ENCHANTED WITH RUNE OF HEAL PICKED UP RUNE OF POISON AND RUNE OF ? SAVED GAME DATA DESCENDED TO LEVEL 8 SAVED GAME DATA GOBLIN KILLED BY CRUSHING PICKED UP RUNE OF TELEPORT AND RUNE OF HEAL AND VIKING HELM SAVED GAME DATA love the new update found searching for traps kinda pointless when the game makes you walk through it. maybe a disarm trap and install trap to make searching for that pit only to fall through do to random generator design.
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st33d
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« Reply #303 on: July 23, 2010, 01:40:25 AM » |
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I found searching pointless myself in normal Rogue. But I felt that I needed something to find secret walls easier. You get a nice bit of XP for unearthing secrets. You can trigger a trap by nudging it before walking through, but I guess that's a bit fiddly. I'll see about adding a "disarm trap" action that's active when you're next to a revealed trap. You could get some XP for that too - like you do in Baldurs Gate. Working on a new Brain object at the moment. Am using a combination of scent tracking and a graph of the level. Should be getting some pretty smart monsters soon. 
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Rumrusher
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« Reply #304 on: July 23, 2010, 02:45:15 AM » |
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I found searching pointless myself in normal Rogue. But I felt that I needed something to find secret walls easier. You get a nice bit of XP for unearthing secrets. You can trigger a trap by nudging it before walking through, but I guess that's a bit fiddly. I'll see about adding a "disarm trap" action that's active when you're next to a revealed trap. You could get some XP for that too - like you do in Baldurs Gate. Working on a new Brain object at the moment. Am using a combination of scent tracking and a graph of the level. Should be getting some pretty smart monsters soon.  speaking about gaining XP 
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st33d
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« Reply #305 on: July 23, 2010, 02:52:19 AM » |
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Oh god, the overworld. I've been putting that off because I need to do a full colour backdrop and then do colour versions of all the characters and items.  The grindstone and healstone are going to be big, insurpassable monoliths (because you can't jump, I can represent them with one tile). It's such a small part of the game, but I think it's really important to shock the player with this colourful world just outside the dungeon. I'll do it after the AI I guess. Then I've got racial abilities to do (trolls are supposed to regenerate - they don't at the moment).
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Rumrusher
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« Reply #306 on: July 23, 2010, 03:10:52 AM » |
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speaking about jump I used the quickening to get over that. which is why you see me jump up 2 levels during level 0, I kinda trap my self seeing whats on the other side.
if you do an update and leave those blocks there could you add a secret passage to the right that leads to a staff top hat and a minion's gentle-rogue costume, or is that too in-joke wishful thinking on my behalf?
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« Last Edit: July 23, 2010, 09:03:47 AM by Rumrusher »
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st33d
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« Reply #307 on: July 23, 2010, 03:13:33 AM » |
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 Ah, yes, the grindstone is supposed to explode and leave an xp rune behind if you level up next to it. I've yet to put that in yet.
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st33d
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« Reply #308 on: July 27, 2010, 11:34:26 AM » |
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Disarm trap action now in. You get XP for disarming traps too. AI halfway upgraded. I've got A* and scent tracking operating, but there's a lot of tweaking to do regarding transition between tiles. I working on it. Edit: The monsters aren't attacking at all now. Whoops. I'll have to look into that.  Edit2: Fixed. Also removed the scent mapping. Seemed fairly unreliable at being able to deal with tile transitions.
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« Last Edit: July 28, 2010, 01:45:55 PM by st33d »
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Rumrusher
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« Reply #309 on: July 28, 2010, 09:28:08 PM » |
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there is no overworld. going back leads to the game needing to be restarted.
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st33d
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« Reply #310 on: July 29, 2010, 12:33:25 AM » |
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I forgot that the Overworld doesn't use a DungeonBitmap so the new AI is breaking when it tries to analyse nothing. Thanks, I completely missed that. Will fix that and the rest of the AI on my next evening off. Edit: Okay fixed the Overworld issue, still have to sort out Jacob's Laddering on the AI 
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« Last Edit: July 29, 2010, 10:41:47 AM by st33d »
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st33d
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« Reply #311 on: July 31, 2010, 04:16:36 AM » |
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Updated the coding framework a fair bit and simplified the AI.
Basically I was checking to see if a character may get crushed by someone and reacting to this during a chase. The effect resulting in flipping between chasing and fleeing. Now characters chase a target and ignore everything else - I think this is acceptable.
The pathfinding chase AI works a lot more aggressively that the previous AI, plus it can navigate ledges and ladders (good news for the minion). Monsters don't search as thoroughly as the minion so don't be surprised if they don't figure some stuff out - that's okay. I don't want genius monsters.
Hopefully the trying to occupy the same space on a ladder situation won't occur anymore.
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mokesmoe
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« Reply #312 on: July 31, 2010, 04:41:28 AM » |
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If you stand one tile above the floor on a ladder, enemies climb into your feet. If you are low enough that they can't fit under you, they climb up and stick to your side, but don't climb over you any more. I tested this with kobalds, goblins, and orcs, so I assume this applies to trolls too.
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st33d
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« Reply #313 on: August 01, 2010, 02:00:10 PM » |
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Kaian
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« Reply #314 on: August 05, 2010, 10:30:00 PM » |
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Hallo, and thanks for the game, st33d. I'm having a blast with it already, and can't wait to see it evolve. I think of it as 'Rouge' rather than "Red Rogue". And I set up my Wiimote using OSCulator so that I can play with a wireless controller. Now I'm wishing I could easily resize the game window (I use a high res desktop). The Load function doesn't seem to work. And I seem to be able to feed an unlimited number of kobold hearts to my skeleton (the quantity doesn't deplete). I'll be sad when you fix that last one. Also, it seems like you should be able to set a hotkey for a greyed out option. It'll be great when hotkeys are remembered (I have flash to allow local data storage, so I was surprised they get reset every time the page is loaded). -- is it a problem on my end causing saves to not work? Does load work, but not for me because of my Safari preferences or something? I'll have to look into it. I hope at some point sneaking is added (in such a way that it's useful - backstabbing!). I'd like it if the dark areas (outside the light aura) that have already been explored were outlined in a barely visible way (I kinda don't like the minimap as an overlay; maybe if it were togglable - even the health & xp bars sometimes obscure a tile). Searching for traps seems a bit arbitrary to me - it doesn't make sense that you can find a trap on the other side of a wall or outside of the visible area simply by standing still. Sneaking + searching could be one alternate (slower) mode of movement, perhaps controlled by holding Shift? Then searching would, upon every step, grant a chance to notice a secret or a trap within the visible area. Disarming a pit trap should reveal the platform and the space beneath it. Hope I'm being helpful. Love the game! 
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st33d
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« Reply #315 on: August 06, 2010, 12:46:46 AM » |
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Hah, thanks for the bit about the hearts. Must have forgot to deplete them when I added the ability to feed the minion.
I can make the minimap togglable, no problem. Adding more features to the lighting engine is not possible as it's using a metric shitload of cpu already.
I don't think the issue of setting hotkeys is greyed out options (otherwise you'd be able to break the menu by walking an infinite loop through the set hotkey option). But for things like feed minion when your minion is dead - I get the idea. It will take quite some time to figure out the logic.
When you change levels try loading - if your inventory is empty, it's you. Loading works fine on all the machines I've tried it on.
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mokesmoe
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« Reply #316 on: August 06, 2010, 05:11:29 AM » |
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The invisibility item is basically sneaking. And stomping is kinda like backstabbing.
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Kaian
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« Reply #317 on: August 06, 2010, 11:58:20 AM » |
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Personally I think you should go the way of roguelikes and have some default hotkeys, eliminating the need to create the basics. At the very least for opening the game on a different computer it would be nice to be able to play without setting up keys for summoning, searching, disarming, exiting the level. Although hotkeys are easy to set, it's one of those things where it feels like a chore upon repeated application.
Loading loses the quantity you have stored for items: "3 Runes of ?" becomes "Rune of ?". But otherwise it works, of course. I'm not sure if I was confused… I must have been.
I'm having tons of fun.
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st33d
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« Reply #318 on: August 06, 2010, 01:19:30 PM » |
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I may have forgot about item quantities on saving. Thanks.
I think mokesmoe suggested being able to set up multiple actions to hotkeys, which would need being able to bind any key to an action. If I do that then I'd be able to have default keys. It would take some time to implement, but it would be a nice feature (provided people didn't abuse it and choke the menu with 100 stacked commands).
I'm currently working on the AI issues and adding word-wrap to the text (something I'll need for work as well).
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Rumrusher
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« Reply #319 on: August 06, 2010, 08:24:46 PM » |
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The invisibility item is basically sneaking. And stomping is kinda like backstabbing.
polymorph is the disguise case. undead is pretty much the dead ringer. poison and disarm is your sapper. being a thief should be useful in the over world once st33d gets that finished.
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