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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: HyperSilence on October 10, 2010, 05:00:39 PM

Title: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 10, 2010, 05:00:39 PM
* Randomly generated 35 levels makes for maximum replay value; the levels change with every game
* HyperSilence has a classic look and feel with brand new gameplay
* HyperSilence uses graphics unique to any other
* Over 250 items to buy, sell, and discover
* Cast damaging, healing, and other magic spells
* Carry up to 20 inventory items
* Choose from 8 character colors
* 5 weapon skills to master
* Critical hits for added damage
* Dungeon trails show where you've already explored
* Malicious enemies and bosses who may or may not follow you
* Save and resume an unlimited number of characters
* A casino to play mini-games at
* Trigger, disarm, or avoid dungeon traps
* Turn based battles mean for relaxing gameplay
* User-friendly interface
* Customize your character with over 200 pieces of equipment
* Surprises on each new level
* Appropriate for all ages

Screenshots (http://hypersilence.net/screenshots.php)

Thank you! ;)
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: getter77 on October 11, 2010, 11:40:40 AM
Congrats on making release, especially as it looks like there's some meat on this!

Do you have a roadmap in mind for further development or is it mainly coming down to feedback tweaking and bug genocide at this junction?
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 21, 2010, 08:13:21 PM
Thank you!
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: Krice on October 22, 2010, 06:20:18 AM
If anyone else has problems or finds any glitches, don't hesitate to let me know.

The screen update is really slow and flickering. And the fact that you know the keyboard commands doesn't mean everyone knows. We humans don't possess that kind of mental skills yet.
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 22, 2010, 03:59:26 PM
Thank you! ;D
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: linux_junkie on October 22, 2010, 04:51:29 PM
I know five or six different buttons can be really confusing, but if you press H (as in the first letter of "help"), all those different commands will be shown right there. As long as your grasp of English is fair, you should be able to read the huge list of commands.

They're also listed under the FAQs page on my site. FAQs stands for Frequently Asked Questions. There are a whole four questions there, but you might be able to find it.

Thanks!

H is always good for help, but you should consider using ? as well.  Just a suggestion.  The more user-friendly you can make the game, the better.  And apparently such brilliant people as krice had trouble with that mysterious H, so who knows.

Also, F1 is pretty universal for help as well.  My game uses both ? and F1.  Anyways, keep up the good work!
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: Fenrir on October 22, 2010, 05:00:52 PM
I think Krice can be forgiven, since '?' seems to be the standard for roguelike help information. I've never played a roguelike where the help screen was accessed by 'H'.
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: Krice on October 22, 2010, 08:07:18 PM
I know five or six different buttons can be really confusing, but if you press H

How would I know what key you wanted to be the keyboard help. I'm still not a psychic. It could be any key really. There is no logic in that. In fact I fell in the same trap when selecting K (shift+k) for keyboard help. Later I was unable to remember it myself! ? and F1 are better, especially ?. It seems to be the default in roguelikes. But it's still a good idea to list keyboard commands in some kind of readme.txt. That way the player doesn't have to guess the keys by pressing them all. It's silly.

Quote
They're also listed under the FAQs page on my site.

I thought it was a FAQ about your site. Not about the game. Who would have guessed?
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 22, 2010, 08:42:46 PM
Thank you! 8)
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: Krice on October 23, 2010, 08:05:15 AM
You tell in the faq that the flickering is normal. No, it isn't. It's bad programming. Other roguelikes using console don't flicker. I don't know exactly what's the problem, but it seems you first clear the screen and then re-draw it. Maybe just re-drawing should be enough to clean the previous content.
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: Karzack on October 23, 2010, 11:07:06 PM
I would suggest to put a copy of the FAQ in the download.

As for the flickering.  It makes it unplayable for me.  It hurts my eyes within a few minutes of playing.  I'm just a player though so I have no clue how one would fix it.

Other than that; it looks interesting.
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 26, 2010, 12:24:58 AM
Thank you! :D
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Fenrir on October 26, 2010, 02:27:28 AM
Quote
Pressing H in-game will display a help message with the valid game commands. Here is a more descriptive list:

4 Arrows - Move your character north/south/east/west
Space - Open/use, climb staircases, attack monsters
D - Discard/drop an item from your bag
E - Equip a weapon/shield/armor from your bag
Q - Quit the game and close the console window
U - Use a potion/scroll from your bag

F1 - Toggle between character and skills
F2 - Scroll up and down bag contents
Now it's four places.

Seriously, I think making the help key '?' would be a good idea. Either way, you should probably tell the player when the game starts what the help key is. Even amicable people (AKA not Krice) can miss something that might appear obvious to someone else.

I think Krice just needs a hug.

Fenrir sits on his hindquarters, straightens his back, and spreads his forelegs. The great wolf grins at Krice.

Come 'ere, buddy.
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 26, 2010, 04:48:55 AM
Thank you! :)
Title: Re: Windows text-based Roguelike HyperSilence released
Post by: Ari Rahikkala on October 26, 2010, 07:56:53 AM
You tell in the faq that the flickering is normal. No, it isn't. It's bad programming. Other roguelikes using console don't flicker. I don't know exactly what's the problem, but it seems you first clear the screen and then re-draw it. Maybe just re-drawing should be enough to clean the previous content.

In curses, clearing the screen without forcing a redraw is done by calling erase() rather than clear().
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on October 26, 2010, 11:02:13 PM
Thank you! ;)
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on November 01, 2010, 09:05:05 PM
Thank you! ;D
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: stu on November 02, 2010, 02:51:20 AM
uh... can't you integrate the two? dont you want to 'finish' part one before going on to part two?
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on November 08, 2010, 03:49:08 AM
Thank you! :P
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Ex on November 08, 2010, 08:39:19 AM
I've been thinking of releasing my next roguelike as a commercial game, so you'll have to report back and tell us what the sales numbers look like. I've estimated between 5-10 sales in the course of a year, but since so few people have ever attempted it, it's hard to know. So please, report back often!
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: stu on November 09, 2010, 01:05:51 AM
um yeah, good luck with um selling it.
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Fenrir on November 09, 2010, 01:53:43 AM
I wish you much luck as well, but I hope you can forgive me if I point out that, judging by the feature list, there isn't anything in your game that one can't find in any of the free roguelikes. I can see that being a problem.
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on November 09, 2010, 03:16:28 AM
Thank you! ;)
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Ex on November 09, 2010, 03:29:45 AM
Wow, six sales on day one? Nicely done! I'll have to give the demo a try.
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Krice on November 09, 2010, 10:09:24 AM
I've estimated between 5-10 sales in the course of a year, but since so few people have ever attempted it, it's hard to know. So please, report back often!

I think it could be a good idea to make good/funny looking roguelike. It doesn't matter how good the actual game is. People are buying like anything. Good examples: Minecraft and World Of Goo. People are fucking weird, but those who buy games today are average people, not old school players like many of us.

I would never play (not to mention buy) "games" like Minecraft, World of Goo or HyperSilence (fuck what a name, I'm crying).
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Fenrir on November 09, 2010, 02:21:15 PM
I apologize if you can't afford or just don't want to pay for Part Two. Six others felt it was worth it, and it's only been out one day. Feel free to play Part One for as long as you want though. It's completely free. But if you think it doesn't have anything new or different, feel free to play just about any other free "Roguelike" ::) ;D
Fenrir narrows his eyes at HyperSilence.

Well, well, well. What a marvelously passive-aggressive way to tell me to "piss off". It's not like I was trying to discourage you or anything. I put it politely in an earnest attempt to point out a potential problem.

I should really start selling roguelikes, because it seems you can make a generic roguelike, be a complete ass to potential players, and still make sales.
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: linux_junkie on November 09, 2010, 06:04:12 PM
I apologize if you can't afford or just don't want to pay for Part Two. Six others felt it was worth it, and it's only been out one day. Feel free to play Part One for as long as you want though. It's completely free. But if you think it doesn't have anything new or different, feel free to play just about any other free "Roguelike" ::) ;D
Fenrir narrows his eyes at HyperSilence.

Well, well, well. What a marvelously passive-aggressive way to tell me to "piss off". It's not like I was trying to discourage you or anything. I put it politely in an earnest attempt to point out a potential problem.

I should really start selling roguelikes, because it seems you can make a generic roguelike, be a complete ass to potential players, and still make sales.

I'd be surprised if he actually made any sales.  The screenshots are totally unimpressive, even by roguelike standards, and the first game was glitchy and unoriginal.  I think it's just an attempt to make the game look worth buying, by claiming others have already done so.  $7.50 for that?  Diablo only costs $10, and is actually fun.

I think HyperSilence's attitude is rather revolting, and has completely turned me off from even wanting to try the game.  Granted, it's Windows only, which is rather lame, considering almost every good roguelike is cross-platform.  Plus it looks like a Technicolor nightmare, with an offensive array of colors blinding my eyes.

HyperSilence, I'd reconsider your stance, and check your attitude before you post in here.  And by the way, if you want to sell a game, try developing an existing fanbase first, otherwise, good luck.
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: corremn on November 09, 2010, 11:41:14 PM
Well if you develop an existing fan base then tell them later they will have to pay for the game, you will lose every one of them.  If you sell your game from the start, people might buy it because "if it is worth something it must be good".  You wont piss anyone off that way and you might get a couple more sales.  Being upfront about it from the  start is a cool thing.

However I would look to games like Legerdemain and at Nathans sales model, which is pretty cool.  It really sells well to those nerds out there. Not that there are any around here of course ;)
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: dephbokks on November 10, 2010, 06:37:44 AM
Well if you develop an existing fan base then tell them later they will have to pay for the game, you will lose every one of them.

Are you referring to roguelikes specifically, or games in general? I thought I remember seeing some games that were free in alpha/beta stages and then transition to pay after the stable release, although I guess they announced the pay intention from the beginning.

I checked out the Legerdemain page and you're right it is a pretty cool model. Lot's of value added with collectibles, maps, giant book, etc.

To my knowledge, Legerdemain, Unreal World, and Dwarf Fortress are the only roguelikes (this definition may be stretching) that generate money for the developer. I don't think financial reward for roguelike developers is a bad thing though and if I ever can rich-ify myself in these coming years I would definitely support some of these cool projects out there.

Having said that, for a roguelike to generate money it has to be DEEP: deep gameplay, epic awesomeness, and something that sets it apart. It is interesting that there was a recent, sometime in the last couple of months, thread at tigsource where a poster asked if a roguelike could make money by selling the game and surprisingly many responses said, I don't see why not, but...
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: jim on November 10, 2010, 09:48:12 PM
You leave Minecraft out of this! Minecraft is fricken tight!
Title: Re: Windows text-graphic Roguelike HyperSilence released
Post by: Krice on November 11, 2010, 06:27:26 AM
You leave Minecraft out of this! Minecraft is fricken tight!

It's a kind of success story about a guy who wants to get a lot of money from minimum amount of effort. I don't really see Minecraft as a traditional game.
Title: Re: HyperSilence - an original retro adventure game
Post by: HyperSilence on November 26, 2010, 09:31:32 PM
 ;D ;D ;D