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Messages - KhaoTom

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1
Player's Plaza / Re: Epilogue Tileset
« on: June 08, 2017, 03:33:23 AM »
The characters look like Oryx's style: http://oryxdesignlab.com/

2
7DRLs / Re: [Successish] Schwarzwald Slaughter, 7drl 2017
« on: March 26, 2017, 06:33:38 AM »
hi, did you ever manage a windows build?

3
7DRLs / Re: Rogue Artillery [7DRL 2017] [Success]
« on: March 19, 2017, 09:16:50 PM »
Is it endless? I'm at level #20, and my kit is so good I seem unable to lose!

Edit: Ah lol, I may have encountered a game breaking bug that ended this run anyways! I *think* what might have happened was i used a planetball bomb and it completely covered up an item. The turn never seemed to finish, so i'm just sorta stuck heh.  ;D

4
7DRLs / Re: Orb Temple [7DRL 2017] Failure
« on: March 13, 2017, 04:23:44 PM »
Bummer! Out of challenge 7drl sounds good though!

5
7DRLs / Re: Diecognizant - 7DRL 2017 - SUCCESS
« on: March 13, 2017, 04:21:19 PM »
javelinrl, Its exported as 32 bit. I uploaded a 64 bit version now if you'd prefer.

6
7DRLs / Re: Murky Number 7DRL [2017][FAILED]
« on: March 11, 2017, 10:30:48 PM »
Bummer about all the tech issues, but hopefully its not wasted work and you can get down to making stuff later :)

7
7DRLs / Re: Green Eyed Monster [7DRL 2017][FAILED]
« on: March 11, 2017, 10:28:59 PM »
Sorry to hear that! I liked what you had going with the animated ascii, looked great :)

8
7DRLs / Re: Diecognizant - 7DRL 2017 - SUCCESS
« on: March 11, 2017, 12:14:31 PM »
Status Update 5
Elapsed: 160 hrs
Labor: 49 hrs... give or take

Success! The game is finished. See OP for download link :)

9
7DRLs / Re: Diecognizant - 7DRL 2017 - Started
« on: March 10, 2017, 09:17:21 AM »
Status Update 4
Elapsed: 133 hrs
Labor: 42 hrs

I've added a simple inventory system to allow player to carry one item, or to swap with an item on the floor. Before this, items were used immediately upon touching them. This is one of various other improvements made based on play-tester's feedback. Much work was done to get the game's mechanisms to read well, but I think some degree of opaqueness is going to remain. Also added multiple endings.

On the home stretch. I think just audio work remains, unless I dream up some amazing new last minute feature.

10
7DRLs / Re: Diecognizant - 7DRL 2017 - Started
« on: March 07, 2017, 08:45:42 AM »
Status Update 3
Elapsed: 60 hrs
Labor 30 hrs

Progress slows as I am back to the day job, at best 4 hours of jam per night until Friday. Animation of dice rolls when "fighting" (actually gambling) occurs. Makes it easier to see the outcome. Next I want to do some fun effects and feedback when the opponent is defeated.


11
7DRLs / Re: Hero Trap [7DRL 2017]
« on: March 07, 2017, 08:07:57 AM »
That quail is BADASS!

12
7DRLs / Re: Hero Trap [7DRL 2017]
« on: March 06, 2017, 09:03:48 AM »
Nerfed quails.

Just couldn't take being ganked by birds anymore.

Awww. I was finding that amusing :)

13
7DRLs / Re: Diecognizant - 7DRL 2017 - Started
« on: March 06, 2017, 08:54:20 AM »
Status Update 2
Elapsed: 36 hrs
Labor: 26 hrs

Dice roll pool graphics and animation. Added context sensitive hinting. Some gameplay balancing happening, and playtest builds shared.


14
7DRLs / Re: Cyan Security [7drl 2017]
« on: March 05, 2017, 06:49:07 PM »
Yep. Cool to see a larger than 1 tile enemy!

15
7DRLs / Re: Diecognizant - 7DRL 2017 - Started
« on: March 05, 2017, 12:11:08 PM »
Status Update 1
Elapsed: 16 hrs
Labor: 16 hrs including small breaks

Started with my 7DRL project from last year, Rogue Kudzu. Made all new artwork, replacing old. Gutted kudzu specific code. Cleaned up a few engine problems while figuring out solutions to design problems. Implemented dice roll pool. Implemented "battle" and "RNG manipulation". Implemented new win and lose conditions. Minimum viable product achieved, I think.

To do: Sleep. Replace Dice roll placeholder UI. Sound and Music. Play-testing. Balancing. Polishing.

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