Author Topic: The Temple of Torment (Now at Stable 15.1)  (Read 25488 times)

getter77

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #15 on: February 23, 2015, 01:26:34 PM »
Awesome, more skills and all else should surely spice things up.  Reckoning on more of this as far as level cap boosting and such in the future?
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Aukustus

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #16 on: February 23, 2015, 01:37:28 PM »
More side quests in the future means that max level is reached sooner so yeah.

I'll focus now on bringing gods and goddesses and having a once per day deity talent if player alignment matches her god's. Atheism will be included too with some passive bonuses.

Maybe even meeting the deity upon death and bargaining for resurrection if player has enough piety. Only how to make it look not like a TOME ripoff.

Edit: there'll be more alignment options in dialogues, for example doing good with an evil attitude
« Last Edit: February 23, 2015, 01:39:40 PM by Aukustus »

Aukustus

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #17 on: March 16, 2015, 10:32:46 PM »
Some status update on stuff I've been working on:

  • New village (Will have 5 new side quests)
  • Deities (Sacrificing, Praying, Deity Powers)
  • Gambling (An actual dice game from ancient Rome implemeted)
  • Banks (For storing gold)
  • Guns (Early firearms that require one turn of reloading)
  • Dialogue enhancing (More dialogue options that change alignment)

getter77

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #18 on: March 17, 2015, 12:26:43 PM »
Awesome!
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Aukustus

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #19 on: March 22, 2015, 06:17:10 PM »
https://dl.dropboxusercontent.com/u/95372567/DayCycle.gif

Gif displaying a part of the new village, UI that has the chains surrounding the whole screen and now the day/night cycle changes how bright everything is.

Aukustus

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #20 on: March 23, 2015, 01:37:05 PM »
A new alternative action rpg style UI: https://www.dropbox.com/s/83jgkd0snzhpeg0/New_UI_RPG.png?dl=0

Can be changed from the options. Old UI is still a choice too.

Aukustus

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Re: The Temple of Torment (Now at Stable 3.0)
« Reply #21 on: April 21, 2015, 10:57:43 PM »
Stable Release 4.0 Released! http://www.thetempleoftorment.net/downloads/

Pretty huge update, and it took really long to make compared to other releases.

Changes
Code: [Select]
-----Highlights:-----
* New Village with 5 new quests
* 4 New Maps
* Deities & Sacrificing & Praying
* Gambling
* Banks
* Firearms & Gunsmiths
* Extra dialogue options
* UI enhancements & Alternative User Interface
* Day/Night cycle changes how gradient fov looks

-----Full log:-----
Bugs and Mistakes
* Updated to libtcod 1.5.2; this should bring end to some keyboard wackiness in menus
* Fixed a crash with selecting something that is not a monster as a target and accepting it
* Fixed Song of Turning's duration
* Some weights were erroneus in item descriptions
* Fixed renting a room at inn without enough gold
* Fixed Teleport's range
* Numerous stuff fixed that I cannot recall
- Full rest now takes into account mana
- Fixed a minor bug with pressing ESC when returning to main menu when dead

General
* New Option: User Interface; the game offers two different main interfaces
* New Command: p; Pray for help from the deity
* New Weapon Category: Firearms; muskets that require one turn of reloading before firing
* Gambling implemented; new NPCs at Inns
* Religions added: there are now 3 deities to choose from
* Sacrificing added: players can sacrifice items to their deities
* Banks added: players can store gold in there
* New option: turn off colored messages
* New Character Screen
* UI chains now surround the screen
* Room reservations at inns last for week instead of forever, stuffs in stashes aren't lost when reservation ends
- Journal displays also number of days
- Stones of Recall are blue on Earth and red in Hell
- Pressing ESC in-game has the choice of canceling the main menu

Players / Talents / Such
* Hunger values adjusted into making more sense realistically
* Deity Powers; requires player to be of the same alignment as their deities and can be cast once per day
* Deity Power: Renewal; completely heal, feed and cure the player
* Deity Power: Hammer of Justce; stun the target for 7 turns
* Deity Power: The Hand of Azanath; move the target to another location
* New stat: Piety; grows from doing stuff the deity likes
* Death when having highest rank of piety will result in resurrection once
* Hunger levels print a message when hunger level changes

Spells
- Holy Pillar of Fire renamed to Holy Fire

Items
* New weapon: Matchlock Pistol
* New weapon: Matchlock Musket
* New item: Pistol Bullets
* New item: Musket Bullets
* New item: Gunpowder

Monsters
* New monster: Royal Musketeer
* New monster: Dark One Shaman
* Some AI updates

Maps
* New Village: Riverthrough
* New Area: Mount Dragon's Rest
* New Area: The Crossroads
* New Area: The Wolf Cave
* Marwal and Laketown have banks
* Marwal and Laketown have Gunsmiths
* Outdoor maps excluding friendly villages are no longer automatically revealed
* Improved caverns in the main dungeon: No more stairs looking stairs, and the "stairs" are placed realistically
* Improved bridge in the main dungeon: the caverns now link to the bridge in a more realistically looking way
- Walls in towns are now castle texture instead of brick texture
- Tower has a new tile instead of using the castle tile

Quests
* 5 New Quests: All in the new town Riverthrough
* Added many, many extra dialogue options to further change alignments
- Wounded man quest improved: he rewards with 3 healing potions instead of 2 and there is an extra path


getter77

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #22 on: April 21, 2015, 11:44:06 PM »
Awesome looking new release---truly a download captcha page well worth proving my humanity to!   8)

Aiming to continue on with super-jumbo sized releases like this that take a bit longer to craft up or break things back down into just the usual jumbo sized ones?
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Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #23 on: April 22, 2015, 12:04:21 AM »
Awesome looking new release---truly a download captcha page well worth proving my humanity to!   8)

Aiming to continue on with super-jumbo sized releases like this that take a bit longer to craft up or break things back down into just the usual jumbo sized ones?

I have issues with creating too big updates :). If I want to lets say create only 5 new quests for the next patch and nothing else, I invent 3 quests and then I get writer's block. Then I get other ideas in the meantime of inventing the rest of the quests, lets say a new talent for each class, then I invent 7 talents and again there comes writer's block. And this cycle continues on and on. And then months later I've come up with rest of every unfinished stuff :).

I'm creating at the moment a large city, not just small village for the next release: a 3x3 screens sized city instead of 2x2 screens sized village. I'm planning to add there many quests. I'm soon having the game longer than standard fps game :), now I think it takes around 7 hours for complete playthrough.
« Last Edit: April 22, 2015, 12:07:44 AM by Aukustus »

Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #24 on: April 22, 2015, 12:12:20 AM »
A screenshot of a new quest: https://dl.dropboxusercontent.com/u/95372567/DarkStuff.png

Pretty dark stuff compared to the rest of the game. Players will witness a morally ambiguous witch trial.

getter77

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #25 on: April 22, 2015, 12:24:06 AM »
That's awesome---mega-cities are unfortunately a very rarely seen thing in Roguelikes for some reason( some *BANDS and not a tremendous assortment otherwise...Larn and Omega sort of setting the "classic" standards such as they are I guess),  though what somewhat sizable ones there are at least tend to be dense with quests, intrigue, and such packed into them.   Long live the sprawling development tangents that contribute to bolstering and improving many elements and content that adds more potential time to the game.   8)
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Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #26 on: April 22, 2015, 01:06:44 AM »
WiP Map of the city of Westerfall: https://dl.dropboxusercontent.com/u/95372567/Westerfall.png

It isn't a URR-level megacity but a lot larger than other ones in my game :).

I'm planning to re-locate many of locations of the world map and "divide" the world into two parts: western and eastern Faywyn. All the ruins would be in the eastern part and everything else in the western part. This way also the civil war that is talked in the lore would be plausible if the civil war was between the two parts of the world map. That city will be the capital of western Faywyn and Undershire that's in ruins is the capital of eastern Faywyn.

I'd transform the Mayor of Marwal that gives the main quest into the King of Westerfall. This would also bring a pretty awesome Evil Path questline: capturing Westerfall. Because players wouldn't be able to storm the Fortress of Hell if playing evil side, evil side would need an equally awesome quest line.

getter77

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #27 on: April 22, 2015, 01:23:03 AM »
Good stuff all---interesting that it takes on a rectangular style as opposed to a giant square or something mainly top/bottom scrolling like in Omega.   Planning on circular orientations down the line and whatnot?   Of course I'd also imagine much of this could well have to do with any present or future areas of interest beneath said megalopolises, castles, etc...

I'm guessing (discovered) points of interest will have some sort of fast travel mechanism applied to help keep the pace going on repeat visits and such?
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Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #28 on: April 22, 2015, 01:48:53 AM »
I'm not a big fan of other shapes than rectangled. But I'll see what will happen in the future. I was planning a circular city like Imperial City in Oblivion at some point.

There's no fast travel, yet at least. I'm having an idea of horse carriages like in Skyrim to travel between cities and villages, but I'm missing the guy who can do the graphics for the horsestuff. Fast traveling to quest locations is pointless because there's no need to visit them twice. Unless needing supplies in the middle of a quest.

Easiest way would be like Mages Guild teleporting in Morrowind, of course using it would cost. Similar to the stone of recall in the main dungeon.

But I'm not sure yet what to do with everything.

Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #29 on: April 22, 2015, 07:24:27 PM »
The release I first uploaded contains a lone demon inside the Ruins of Undershire, that was actually a mistake and I uploaded another version that doesn't have it.

What's interesting is that it was a part of a party AI testing. Companions and hirelings and such are something I'm interested in creating. But the whole game is balanced towards solo playing so balancing player + companion would be hard. I'd love to implement a choice of having a single companion, for example recruitable at random locations similar to D&D CRPGs and dismissing them with them returning to a random inn.