Author Topic: Golden Krone Hotel  (Read 2990 times)

jere

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Re: Golden Krone Hotel
« Reply #30 on: November 07, 2016, 01:20:09 PM »
Yea, the game is built around each form not attacking its own kind. It's definitely something people point out a lot. At this point, I'll do what I can to handwave it away with plot reasons, but it's core to the gameplay.

In particular, the idea of having neutral monsters that you can attack is directly opposed to streamlining the UI. Because then I have to have some weird button combination that lets you attack neutral monsters.
Golden Krone Hotel -- coming to Steam Early Access on October 25th

jere

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Re: Golden Krone Hotel
« Reply #31 on: November 22, 2016, 02:42:00 AM »
Well, I didn't see anything about it elsewhere on the forums, so here's a bit about STHC:

Stop the Hunger Clock

  • Donate $10 locally in the next couple days
  • Send in proof
  • Get a key for a sweet roguelike (or several)

Awesome idea for a charity event. Please consider pitching in. If you haven't already picked up GKH, it'd be a good opportunity to grab it along with two other games.

http://dungeonmans.com/hungerclock/



Golden Krone Hotel -- coming to Steam Early Access on October 25th

jere

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Re: Golden Krone Hotel
« Reply #32 on: December 03, 2016, 05:34:56 PM »
The first big update for Golden Krone Hotel has been released! Version 0.6 includes several content additions, control enhancements, and a save system.



Changelog

  • Save system added
  • Renown System added - Unlock disguises (classes) by leveling up your renown level
  • The game is now fully playable with mouse: mouse can be used for all actions including movement and selecting magic directions
  • Sharpshooter class added
  • New branch: The Grotto. Stairs to this branch will appear much earlier than others.
  • Two new monsters: Electric Eel and Crocodile
  • Auto-run has been added. Hold down shift and a direction to move up to 7 tiles.
  • Mouse movement and auto-running is cancelled when taking damage or when first seeing a monster
  • All magic damage has been toned down by about 15%
  • Fire damage now has a chance to cause Burning
  • Monsters now attempt to get closer even if they don't have a direct path to the player
  • Reduced the number of gold coins and bullets generated
  • Clicking outside of a menu closes it
  • The class table has been refactored to prevent erroneous descriptions and several typos were fixed as a result
  • Death menu improved
  • Fixed the issue where the last few seconds of your death weren't shown
  • Fixed a bug with the throw ability
  • Fixed an issue with 0 damage attacks not being logged
  • Fixed an issue with the tile selector flickering
  • Added some additional error handling functionality

A note on the save system:
It was quite complex to write, so there's currently no bells and whistles. You're allowed one save at a time, for now. Given how complex the code is, there may be bugs lurking in there. If you want to totally avoid the system, then don't save or exit a run before it ends. If you run into any problems with loading a current save, there's a button to delete your save in the options menu.
Golden Krone Hotel -- coming to Steam Early Access on October 25th

jere

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Re: Golden Krone Hotel
« Reply #33 on: February 01, 2017, 01:00:41 PM »
Version 0.7 is here! There's a tutorial, a new branch (the Gallery), new monsters, a new boss, and level generation has been rewritten completely.



Changelog
  • A tutorial has been added.
  • New branch: The Gallery.
  • Gorgons have been added. Their combination of GAZE and BLAST is quite deadly....
  • A new boss, the Gorgon Queen. There's now 5 rings to collect, meaning one is optional.
  • New class: warp mage
  • The level generation system has support for "prefabs" (hand drawn templates that are combined procedurally)  - each branch now feels a lot more unique and the regular floors are more interesting too. Hopefully fewer pointless loops and wacky dead ends.
  • Pits. They can be a great escape, but be careful not to fall into them accidentally
  • Since spells were still quite overpowered (and too safe), spell failure has been added. Failing to cast a spell can cost both HP and MP
  • Double doors that open simultaneously
  • Monsters refuse to swap places with you if doing so would hurt them
  • The summoning ability of the Strigoi has been reworked to use mana, so that he can't endlessly summon enemies
  • Fixed a bug with eels climbing stairs (thanks bozar!)
  • Water is brighter on the mini map, chests now show up as green
  • Minimap rendering has been optimized
  • Jack 'o lanterns have been turned off for now. In several Let's Plays, it seemed that people had confusedly started with them on even though they were intended to be off by default.
  • Soul elixir wording clarified
  • Compressed saves were removed as there was a major bug with them and they were quite slow anyway
  • Some more music for different branches
  • Fixed a game ruining bug that could happen if a boss died in water



The tutorial was a challenge. Hard to script all those events without anything built in the engine yet to do it. As a prerequisite, I decided the entire level generation needed to be rewritten to handle prefabs. That would make it easier to construct the tutorial levels precisely. We'll see how well it actually teaches people the game. It's supposed to briefly touch on resting, walking around, bump combat, magic, potions (and food), sneaking, and sunlight.
Golden Krone Hotel -- coming to Steam Early Access on October 25th