Author Topic: The Temple of Torment  (Read 41816 times)

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
The Temple of Torment
« on: January 06, 2014, 08:51:21 PM »
Beta 13 is uploaded here: http://www.thetempleoftorment.net/

I've been programming a roguelike for 5 months now with Python and libtcod and I decided to make a thread about it here also.

The Temple of Torment is a Diablo-esque roguelike with quests having good and evil choices. The character classes are fighter, rogue and sorcerer. The game is now about half-way done with now only sorcerer being not designed. About 80% of the dungeon is designed. Levels are done until abyss levels.

The game is sectioned into five parts: The temple, the catacombs, the caverns, the ruins and the abyss with each section having unique tileset and monster set. The temple contains demons, the catacombs contain undead, the caverns contain animals and demons, the ruins contain human cultists and the abyss having demons.

There are also two game modes: standard and hardcore, only difference being that hardcore overwrites the save on death, so this is the basic roguelike perma-death. Standard allows to load last save before death. At the moment pressing esc does not save game, so pressing continue in the main menu after pressing esc continues at last save, not from the moment the menu was entered. This will be fixed in later version.

Complete feature list can be found on website.

Screenshots:
https://dl.dropboxusercontent.com/u/95372567/Combat.jpg
https://dl.dropboxusercontent.com/u/95372567/Dialogue.jpg
https://dl.dropboxusercontent.com/u/95372567/Marwal.jpg
https://dl.dropboxusercontent.com/u/95372567/Shop.jpg
https://dl.dropboxusercontent.com/u/95372567/Targeting.jpg
https://dl.dropboxusercontent.com/u/95372567/Inventory.jpg
« Last Edit: October 06, 2014, 04:43:01 PM by Aukustus »

getter77

  • Protector of the Temple
  • Global Moderator
  • Protector of the @
  • *****
  • Posts: 4581
    • MSN Messenger - BRIAN13137@hotmail.com
    • AOL Instant Messenger - BRIAN13137
    • Yahoo Instant Messenger - getterbrian
    • View Profile
Re: The Temple of Torment
« Reply #1 on: January 07, 2014, 04:15:46 AM »
Seems quite promising---keep at it!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Enke

  • Acolyte
  • *
  • Posts: 22
    • View Profile
    • My Github Profile
Re: The Temple of Torment
« Reply #2 on: January 07, 2014, 10:17:59 PM »
Interesting.
Also goes by the name of "NANOsoldierEnke"
Ever notice how nobody can read anyone else's handwriting? That probably means that the Bill of Rights is a detailed order for party supplies, there is no mention of any Congress, and the president's only duty is "to blow the horn of cheese". I think that.

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #3 on: January 14, 2014, 02:54:13 PM »
Upcoming features in the next alpha. I'll try to get it ready soon:

Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes

Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- looking moved to 'x'

Monsters
- new monsters

Locations
- working doors in all Marwal
- Southern Marwal designed

General
- sorcerer disabled until designed
- ability to sell items in shop

Krice

  • Protector of the @
  • *****
  • Posts: 2000
    • View Profile
    • Email
Re: The Temple of Torment
« Reply #4 on: January 17, 2014, 11:24:35 AM »
The spacing in text is too wide in my opinion, makes the text quite hard to read.

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #5 on: January 17, 2014, 01:31:28 PM »
Yeah. The space for font is 16x16, but even the largest letter(not counting parentheses) is around 12x10 pixels so that's where the space comes from. I haven't found a better fitting font yet.

Krice

  • Protector of the @
  • *****
  • Posts: 2000
    • View Profile
    • Email
Re: The Temple of Torment
« Reply #6 on: January 18, 2014, 06:10:02 PM »
What is the reason for 16 spacing for that font? I guess it's possible to use different spacing for fonts and tiles.

Quendus

  • High Priest
  • ****
  • Posts: 447
  • $@ \in \{1,W\} \times \{1,H\}$
    • View Profile
    • Klein Roguelikes
Re: The Temple of Torment
« Reply #7 on: January 18, 2014, 06:21:13 PM »
Fixed width text with square character size is almost guaranteed to look bad.

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #8 on: January 18, 2014, 07:12:25 PM »
I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.

Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
« Last Edit: January 18, 2014, 09:35:05 PM by Aukustus »

pat

  • Bishop
  • ***
  • Posts: 130
    • View Profile
Re: The Temple of Torment
« Reply #9 on: January 18, 2014, 11:32:15 PM »
I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.

Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
Not necessarily, there's a workaround that you can use to use, for instance, 16x16 font for the map and then use 8x16 for the text but it's a bit of a hack and takes a bit of mucking around. For instance:

http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html

Gr3yling

  • Bishop
  • ***
  • Posts: 168
    • View Profile
    • Email
Re: The Temple of Torment
« Reply #10 on: January 18, 2014, 11:53:49 PM »
So, funny story.  Apparently every time you hit the "e" key in the most recent version of The Temple of Torment, it gives the PC 500 exp.  I tested all classes in standard and some of them in hardcore, and this was true for all the PC's I tried it with.

Not that I'm complaining.  Heck,  I got my warrior up to level 101 in about 5 minutes.

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #11 on: January 19, 2014, 12:07:06 AM »
Yeah, the alphas are full of my debug keys. I use 'e' when testing level ups.

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #12 on: January 19, 2014, 12:10:17 AM »
I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.

Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
Not necessarily, there's a workaround that you can use to use, for instance, 16x16 font for the map and then use 8x16 for the text but it's a bit of a hack and takes a bit of mucking around. For instance:

http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html
That looks nice. Sadly I'm crappy programmer so that's kinda out of question.

Aukustus

  • High Priest
  • ****
  • Posts: 425
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #13 on: January 19, 2014, 12:25:55 AM »
So yeah. Third alpha released on website. Should be playable until end boss. End boss and two dragons in abyss not balanced and their loot not usable yet. Includes following updates:

Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed

Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled

Monsters
- new monsters

Locations
- half of Southern Marwal designed

General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping

Quests
- quest reward for Eilinmyr quest

Gr3yling

  • Bishop
  • ***
  • Posts: 168
    • View Profile
    • Email
Re: The Temple of Torment
« Reply #14 on: January 19, 2014, 12:31:30 AM »
So yeah. Third alpha released on website. Should be playable until end boss. End boss and two dragons in abyss not balanced and their loot not usable yet. Includes following updates:

Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed

Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled

Monsters
- new monsters

Locations
- half of Southern Marwal designed

General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping

Quests
- quest reward for Eilinmyr quest

Looks really cool.  I'm going to try it later tonight.  I think this game has a lot of potential.