Temple of The Roguelike Forums
Game Discussion => Early Dev => Topic started by: yodhe on June 30, 2010, 07:05:29 PM
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Here it is.
http://www.onemananimation.com/myrpg/index.html
Comments, suggestion and feedback, greatly appreciated.
Thankyou.
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YES! 8) Congrats on making it to this stage, and for the love of all that is @, keep at this! I feel much potential to this... ;D
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your errata page is 404
very pretty game for rogue like beta
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0.8.2 now exists
Game now uses timers to update display rather than as a response to each action.
A*/B- path finding implemented.
Monster intelligence implemented, and better AI. Certain monster can't equip/carry items, other will hunt out food etc, opening doors etc.
Made all the levels procedurally generated. With a single Labryrinthe level halfway thru.
More "intuitive" interface, including left-mouse-click and drag movement
Host of bugfixes
I will get to work helping out on this very soon, though my times at the moment are very.....rough.
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I like the graphical style of the dungeon view in this one. Would be fine if the icons to the left matched that better, at the moment they appear a bit detached.
Very interesting project for sure :)
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Thanks for the feedback..
The icons on the left are "placeholder" graphics, and afaik are the only graphics (apart from the gunpowder barrels) that I haven't made myself, which is probably why they look a little "detached" from the rest of game.
At the moment I am wondering whether the "traditional fantasy" route is the best theme to go, or opt for something a bit different. I have a few ideas, but I want to clean up the code base, before embarking on a new direction.
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Incase anyone was bothered I am upto version 0.8.8 which features a whole range of new features since 0.8.2, more monsters, better and more intuitive GUI, multiple LOAD|SAVE files, better creature AI, persistant chests and furniture etc....
http://www.onemananimation.com/myrpg/
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I'm having trouble figuring out how moving with a set number of turns works. It's a little weird because I can move so much further during a turn than I can see. It makes me kind of worried to move in any direction at all, because I might be squandering turns heading toward the wrong patch of darkness. I feel paralyzed. All in all I feel like I want shorter turns.
P.S. Extremely stoked about the system's potential. Reminds me a little of Jagged Alliance or Natuk.
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Thank jim for the feedback regarding action points, I will try and balance that aspect for the next release, though I wanted to weight the game a little in the players favour, to compensate for "human error", and let people get a "feel" for the game. Though certainly I will incorporate "shorter" turns and see how it affects the gameplay.
Your "extremely stoked" reaction has ensured that I will spend another couple of weeks working on the game code, and graphics.
Every comment, is like manna from heaven... :D
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[edit] sorry wrong thread
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I got to about 80% completion of this project, and decided that I didn't like the generic fantasy setting, as it didn't show off the best features of the game, and wasn't the game I wanted to make.
So I ditch the fantasy setting, (though the last incarnation can be seen at www.onemananimation.com/myrpg ) and have spent the last five months changing to a post-apocalyptic scenario, where you are in one small bunker trying to survive in a decimated town against/or with the other inhabitants.
However I don't think I will be releasing playable versions of this incarnation, until I am much closer to completing it.
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Some teaser screenshots,
(http://www.onemananimation.com/bunkerscreen1.jpg)
(http://www.onemananimation.com/bunkerscreen2.jpg)
Getting there.....