Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Z on July 29, 2011, 04:36:02 PM
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Game title: Vapors of Insanity
Game version: 0.56
Release date: June 27, 2012
Main website: Link (http://www.roguetemple.com/z/vapors/)
Synopsis: A big and detailed roguelike inspired by the classic majors, with a mixture of many classic and original systems
The original announcement post (0.50):
This is the first release of my big roguelike, named Vapors of Insanity. It is intended to be a major roguelike. It already has lots of features, but probably also lots of bugs, imbalances, and other bad stuff. Check it out at your own risk! :)
Vapors of Insanity is a roguelike game set on a paradise island of Fortarica, where the common Humans, mighty Dwarves and Orcs, insect-like Melissans and Formicans, and many more people lived in peace and harmony... until now. One day, you wake up, and see magical fog everywhere around you, and every man and beast around seems to become a mindless machine, wanting only to kill you! The only way to find the source of the problem is to fight the crazy beasts, hoping that you will find a way to remove the vapors, and the beasts will be sane again... Will you be able to win?
Vapors of Insanity features:
- A big three-dimensional world, consisting of a big variety of outdoor, building, and underground locations.
- You can play both in hex and orthogonal mode.
- An original spell system, where you can build complicated spells using simpler spells as components.
- Also original skill/experience and fighting systems.
- Many hopefully interesting magical gadgets that can be found.
- A variety of creatures and items to find: about 150 types of items, 150 species of monsters and plants, 150 materials (including potions), 150 types of magical runes, 80 skills and spells; some of them are parametrized. These include both the standard high fantasy stuff and more original ideas.
- Graphics that are supposed to not only have the advantages of a graphical display (better aesthetics, accessibility for new players), but also the roguelikes' classical ASCII display (clarity, allowing one to use imagination, simplicity of creation of new monsters and items). An ASCII mode is also provided for SSH access, and other hardcore ASCII fans.
For developers:
- Most of the game written in a special scripting language called VaporGS, allowing developers to create new modules, which can be simply placed in an appropriate game to modify the game somehow; these can range from minor additions (and you should be able to easily use several such additions at one time, if there are no obvious conflicts); they can be also provided as either open source (for educational purposes), or as closed source (if you want to have hidden secrets)
- The language is based on a extension of the Object Oriented paradigm, where objects can modify other objects by providing additional methods to them (like a ring of flying providing a flying ability to the wearer, but this paradigm has been applied in many various ways)
(Note: the development tools and the script sources are not yet available in the current release)
Link (http://www.roguetemple.com/z/vapors/)
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link?
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You can get to it by going thru his signature, but here it is:
http://www.roguetemple.com/z/vapors/index.php (http://www.roguetemple.com/z/vapors/index.php).
Anyway, congrats on the preview release Z. Keep up the good work. The screen shots look interesting. I have been doing programming/computer work all day today so I am taking a break, but I will try to check out your game later tonite.
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Sorry about the missing link, this is fixed. Releasing and announcing seems to be a lots of work, and I missed this detail ;)
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i have downloaed the zip two times but i found NO- files to extract.... :O(
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This far: I don't know what I'm carrying. I don't know how to pick up items (I tried, something seems to happen but all I get is a targeting cursor of some kind). Moving around is confusing. What's the reason for that kind of tile structure? I always keep walking into wrong direction.
Other than that the game sure feels different! Not your usual roguelike clone.
Oh, and when you die it seems nothing happens (screen goes grey though) and when you try to save the game, then it's possible to exit the game. Weird.
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Congrats on managing since a substantially ambitious project in the shadows Z! Here's hoping to a bright future to 1.0 and beyond. 8)
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i have downloaed the zip two times but i found NO- files to extract.... :O(
Apparently the download script that I was using did not work correctly sometimes... What was the size of the downloaded zip? (I am using the script to count the downloads, because I did not like it that I didn't know how many people are downloading my games and how many of them are just looking at the website.) I'll try to replace it with something else now. (EDIT: done.)
This far: I don't know what I'm carrying. I don't know how to pick up items (I tried, something seems to happen but all I get is a targeting cursor of some kind).
Yeah, the interface is different than the roguelike standard. I have added help about these things to the quick start guide on the download page.
Moving around is confusing. What's the reason for that kind of tile structure? I always keep walking into wrong direction.
That's just hexes (just drawn using square tiles for simplicity). If you don't like it, you can edit the "geometry hex" line in vapors.ini and replace it with "geometry oct".
Other than that the game sure feels different! Not your usual roguelike clone.
Yes, lots of things done not in a standard way ;)
Oh, and when you die it seems nothing happens (screen goes grey though) and when you try to save the game, then it's possible to exit the game. Weird.
Yes, the world still goes on when you are dead ;) Save does "Save and Quit", there is no "Quit without saving" option. Maybe "Q" should do this too.
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Save does "Save and Quit", there is no "Quit without saving" option. Maybe "Q" should do this too.
I don't understand why you have to quit the game after you are dead. (or in this case try to save the game). Is there a reason for that?
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I don't understand why you have to quit the game after you are dead. (or in this case try to save the game). Is there a reason for that?
Classically, in roguelikes, after you die, you are asked the famous DYWYPI question ("Do you want your possessions identified?"), shown the list of conducts, asked whether you want to create a final log (a text file which lists the achievements and stats), shown the high score list, shown some stats which the roguelike thinks that they might be interesting, asked whether you want to enter the Wizard Mode and resurrect yourself, and then deleting the character. So having to just press 'Save' or 'Quit' is actually quicker ;)
(I think this classical behavior is not very convenient, and furthermore if you e.g. answer "no" to DYWYPI by mistake, there is no way to return to the question. It is very easy to fix the interface, you just have to show the menu of all possible after-death actions, instead of a sequence of screens. But somehow roguelikes seem to tend to keep the bad interface.)
And if YWIPI or want a final log, you can ask for them before quitting (although such options are not available in the current version).
I think it could be also useful to keep the finished character for one's records. More useful than keeping just a final log.
Another reason is that you still could be healed by an ally (well, not in the current version), a delayed spell, or some weird magical item. A bit strange, but theoretically possible.
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So having to just press 'Save' or 'Quit' is actually quicker ;)
How about just pressing space or esc after "you died" -message? How the hell you are supposed to know you need to (try to) SAVE the game after you die? You can't even save it.
It's strange how user interface design seems to be difficult for many roguelike programmers.
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Yeah, there should be a message which tells you what to press. Well, expect lots of not-perfect things in the current version :)
Hierarchical structure of the world gives new choices, but also lots of interface design difficulties.
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I find the source code confusing, too. It's incredibly hard to understand. But that's not the point. Let's hope you can improve some UI issues, maybe it will become more playable. But it could be cool as it is, for some people like Dwarf Fortress players.
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I think it is not very useful to try to understand the source code at the moment. Most of the game logic is inside the GSL files, the sources for which are not included yet, neither is the documentation about how the whole system works. So... well, you not only don't know how it works, but also what it does. And since it is not commented well, and some parts are very old (written before I have learned STL)... Well, you get the idea. :)
Hopefully it will become more understandable once I write the docs and show the sources of GSL files.
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Tried this out for a bit and it seems very interesting.
Starting the tutorial naked and then picking up stuff would probably be better than already having everything you could need since as is I didn't really figure anything out(besides how to move forward in twisty passages) from the tutorial that I wouldn't have quickly figured out without it.
After managing to memorize some map I couldn't figure out a way to see it without packing the map again but from the wording I assumed there'd be some way(Looking at the Universe doesn't work, the information isn't in my soul, there isn't a specific key for it, looking at the cells above me doesn't do it)
Also how do I charge wands? I tried wielding one in one of my hands for a while but it didn't seem to work.
Played as artificier for a bit, after my golem killed something I got "You punch the dead human in the head with the left arm." and
"The dead human blocks with the bronze spear." messages which probably shouldn't be happening. Figured out how to fix the golem once it broke but is there any way to do it while it's still alive? Also not having any idea what the golem was doing while moving forward was a bit unnerving so I hope there's some way to track beings outside your field of view. Then I made a silly mistake of forgetting my entanglement thing while trying to forget spells I tried to make based on some equipment, so "Are you sure?" prompt for forgetting importantish skills might be nice.
Then I decided to try being a knight which I found a bit boring as there wasn't that much to do other than just following the road to closest village("g" imho should move along the roads like it does in twisty passages) and to decide when to stop to rest and whether to use some of the orbs I found on the enemies.(with them I managed to teleport my sword a little bit and make a chimpanzee helmet)
I'm not really sure how do I get experience, after my initial free exp got assigned or just disappeared or something it seems to be staying at around -4 and none of my skills appear to be changing(could be that I just didn't play long enough).
Also my computer is a bit old and so the game runs a bit slow for me, are there any settings or something that might improve the performance?
Anyway I'm really looking forward to seeing how this develops.
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Starting the tutorial naked and then picking up stuff would probably be better than already having everything you could need since as is I didn't really figure anything out(besides how to move forward in twisty passages) from the tutorial that I wouldn't have quickly figured out without it.
It seems most players think that the interface is hard to use. Probably also a tutorial designed by hand would be better, so that you learn things in a logical order...
After managing to memorize some map I couldn't figure out a way to see it without packing the map again but from the wording I assumed there'd be some way(Looking at the Universe doesn't work, the information isn't in my soul, there isn't a specific key for it, looking at the cells above me doesn't do it)
You can press 'lw' (look-world) to see the world map.
Also how do I charge wands? I tried wielding one in one of my hands for a while but it didn't seem to work.
You need to rest ('.') in order to restore mana, including recharging the wands. Maybe that was the problem? Or maybe it was some strange wand.
Played as artificier for a bit, after my golem killed something I got "You punch the dead human in the head with the left arm." and "The dead human blocks with the bronze spear." messages which probably shouldn't be happening.
Yes, I'll make dead guys no longer able to block. (I think things which should never happen, like dead beings blocking or dodging attacks, currently happen with a very low probability; it should be never.)
Figured out how to fix the golem once it broke but is there any way to do it while it's still alive?
I assume that involved using the forge, and the golem did not want to stay in the forge to let itself be fixed? I'll make a way to force the golem in the forge, thanks.
Also not having any idea what the golem was doing while moving forward was a bit unnerving so I hope there's some way to track beings outside your field of view.
OK, I'll add some way to command all your slaves at once (including the ones out of sight), so you can call all of them back to you.
Then I made a silly mistake of forgetting my entanglement thing while trying to forget spells I tried to make based on some equipment, so "Are you sure?" prompt for forgetting importantish skills might be nice.
Right, thanks. (You are not allowed to forget skills which have some XP assigned to them, but Entanglement does not need any XP, so yes, it is currently possible to forget it.)
Then I decided to try being a knight which I found a bit boring as there wasn't that much to do other than just following the road to closest village("g" imho should move along the roads like it does in twisty passages) and to decide when to stop to rest and whether to use some of the orbs I found on the enemies.(with them I managed to teleport my sword a little bit and make a chimpanzee helmet)
Yes, I think magic-based characters are more interesting than melee-based ones. Good idea about 'g'.
I'm not really sure how do I get experience, after my initial free exp got assigned or just disappeared or something it seems to be staying at around -4 and none of my skills appear to be changing(could be that I just didn't play long enough).
I think you were not playing long enough. Currently you get lots of experience initially, so you will need to travel to more challenging places before you get any more.
Also my computer is a bit old and so the game runs a bit slow for me, are there any settings or something that might improve the performance?
I don't think so, sorry...
Anyway I'm really looking forward to seeing how this develops.
Thanks for your comments! I am sure there are lots of bugs more...
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I have released a new version (second preview (http://roguetemple.com/z/vapors/)).
Includes VaporGS development tools, some interface improvements, improvements based on comments I have received so far, a new tutorial, and many more minor or bigger changes. See the blog (http://zenorogue.blogspot.com) for more details.
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Wow, quite a changelog there---surprised to see this meaty a package shot out to the world BEFORE ARRP 2011. ;)
Keep at it and I reckon it likely indeed that this will get "up there" with the current and long-standing "Major" Roguelikes at this rate.
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A nice update! Nice with the development tool for us who can't make our own roguelikes from scratch. Thanks for keeping up the development!!
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I plan to have the next version ready for ARRP 2011, but I suppose the development rate will decrease after that... But we will see.
Thanks Jocke, but I think it will still be quite some time before the development tools become easy enough to use :)
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Just press Enter after pressing the number. (I see I forgot to mention it on the website, but it appears in the tutorial, and also in the help that you get by pressing F1.)
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Aw sorry. I've looked at the keys help, to confirm it was with the comma (and to check the written story intro! ;)), but didn't see it and it never crossed my mind that hitting enter was required.
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Whoa, finally able to play a bit! :D
It's really cool... and strangely immersive!
It's got a good mix of classical and refreshing features, and the outdoors environment is a HUGELY ENJOYABLE CHANGE.
Also, I love the little hexes, and the simple, plain color sprites :)
I'm now reading the "interface basics" part of the manual, and I will probably read most if not all of it.
Congratulations, Z, this one is a lovely game :)
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Thanks a lot, after your two problems, I expected I will get only problems from you ;) (But of course tell me if you run into any more problems ;) )
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This looks like an extremely promising rl, and I already want to keep playing, but I have some questions.
1. Where did the orbs I picked up go? I picked up one inside my house and one just outside, but they do not show up in my "orb bag"
2. How do I look at/use my skills? I can't remember what it said in the manual, and the keylisting you get from help doesn't seem to include skills.
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1. I don't know what you are doing wrong, they should appear in the "orb bag". When you pick up, the message should say, "You put the copper orb into the orb leather bag." (Press 'rr' to see the contents of the orb bag and rub one of the orbs.)
2. You get a list of your skills by pressing 'a' ("Abilities and skills", which is included in the keylisting), so you can use them with 'fa' (default use) or 'ua' (any use), configure them with 'Ca', etc. This list does not include spells (for them use 'fz') and memorized things which are neither skills nor spells, like the Rune of Concatenation (for them use 'fo').
Thanks for playing!
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Wow, I agree with Krice about the UI... I never agree with Krice, so either the End Times are upon us, or it may be something to look into.
I'm sure I'll eat my words as soon as I have the time needed to figure out the game and realize how majestic it is, but so far my experience has consisted of stumbling around the room and bumping into walls.
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Figured it out, I pocketed the orbs by mistake. I'm starting to get a handle on how to do everything, but I'm now wondering how you access saved games other than your most recent one. I have several characters currently alive, they even show up on the scores as such, but whenever I select load game, it goes automatically to the most recently played character. How do I adjust this?
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Jim, have you tried the tutorial?
Archaalen, support for running multiple characters simultaneously is not good yet... Sorry, your other characters are probably lost. Forgot about this (as I always run just one), will be fixed in the next version. The main part of the savegame is the universe file, so you need to change the universe filename in order to have multiple characters (and the player character name currently needs to be changed too).
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Version 0.53 is released! (http://www.roguetemple.com/z/vapors/)
As mentioned on the blog (http://zenorogue.blogspot.com/search/label/vapors), unfortunately I have not had not enough time recently to work on VoI. Still, I have made some progress, and I have decided that I should release what I have instead of waiting until I have time to develop more. I am quite tired now, but I hope nothing is seriously broken.
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Huzzah for progress! 8) Hopefully the Bay12 folk will inundate you with useful feedback as they have been tremendously helpful with Cataclysm, Caves of Qud, and other projects deep in getting things hashed out.
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Version 0.54 is released! (http://www.roguetemple.com/z/vapors/)
As mentioned on the blog (http://zenorogue.blogspot.com/search/label/vapors), the focus of this release is to try to become a bit more friendly to newbies. The right side of the main screen has been reworked, and it contains icons, which can be clicked to perform some action. You can also right click on objects to open an extra window about the given objects, which show actions available and contents for the given object. Also most common uses can be executed by simply dragging one object to another.
(http://roguetemple.com/z/vapors/version-054_t.jpg)
Click for a bigger screenshot (http://roguetemple.com/z/vapors/version-054.png)
Again, I did not have enough time to test everything, but I want to release something before Christmas. Good luck! And happy holidays!
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Excellent! Good idea to get some early newcomer/newbie sensibilities in play versus trying to tack some such in much further down the line. ;D
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Time for a new release!
The previous release had several incomplete features and bugs. Some mouse movements which had an intuitive interpretation did not work, or worked not intuitively. This release polishes these, and of course contains many new improvements, for example, it has an improved keyboard interface too.
Mouse interface improvements:
- Some clicks and draggings which did not work intuitively do now.
- A 'pick up' button.
- The big map now shows location names, and also can be used to view the World Map.
- You can now see the names of objects when scanning the map with the mouse.
- Shift/Ctrl-clicking the map for special meanings (shift+LMB for pick up, shift+RMB to automatically travel to a location).
- Windows now display XP/Mana as numbers.
- Mousewheel can now be used to scroll long texts and menus, and it no longer shows underlying 'windows'.
Keyboard interface improvements:
- The biggest change is that when pressing, e.g., 'e' to eat, you get a list of all matching objects nearby (potions and food, in this case); the same works for many other commands. This is faster and more consistent with other roguelikes.
- Replaced 'w' to mean wear and 'W' to mean wield; since there are some people who think that these should be the same command, this is configurable as an option.
- More convenient firing (for example, 'f'iring an unloaded crossbow results in an option to load it), and the 'L'oad command can now be used to put things into containers, zappers, sheathes etc.
- The '?' key no longer shows a huge and hard to browse list of commands, since it has been split into several subcategories.
General interface improvements:
- Non-missile offensive spells are now cast on a nearby enemy/door/wall by default.
- You can now configure how direction keys work (turn-or-move, turn-and-move, or relative to facing direction).
- Action runes (and their auras) now have colors depending on whether they are powered.
- Quivers you find will come pre-configured (which also makes you immediately know the contents).
- Added some more formulae explaining calculations if requested.
- Improved and fixed armor/weapon replacement menus.
- Hashing icons for faster graphics.
Gameplay:
- Hybrid villages. These are filled by a unique randomly generated race.
- Everything can now be used by wielding it (previously you had to wear armor to use its special powers, and now you can also wield it, sacrificing the ability to wield a weapon; I think this increases the depth a bit).
- You can now play with the stuff of paralyzed beings.
- Fixed the power of some armor enchantments. Weapons of phasing (DAM/2, huge WC bonus). Strengthened some Protective enchantments. Randarts can have these powers now.
- Runes of strength/dexterity are now more likely and more powerful on armors.
- Amulets of the hand and mounted horses delayed to later levels.
- Only humanoids can mount now. Not items made for humanoids.
Other improvements:
- Improved the Manual, which is now also available as a file, and online (http://"http://www.roguetemple.com/z/vapors/manual.php").
- As usual, some other texts and icons have been improved too.
- VaporGS improvements: a convenient system for creating methods depending on several objects. Improvements in the priority system (we can now write A [ B [ C).
- Fixed lots of bugs (tutorial, menus, useless question when looking at targetting help, memorizing books, mounted, some usages, forget confirmation).
- And lots of minor improvements!
Get it here and have fun. (http://www.roguetemple.com/z/vapors/) Good luck!
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Congrats on yet another rather substantial release going by the changelog---2012 stands an excellent chance for being the breakout year for VoI at this rate. 8)
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Nice, congrats on the release.
I had some problems with the last version – saving/restoring doesn't work on my Debian testing (but I can save/restore in Wine), game runs slow and segfaults randomly (not often, but still). So I didn't try it as much as I had wanted (never got to any settlement, just walked along roads). Will check this one out and try to get back to you :)
As always,
Minotauros
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Thanks! I have fixed some crash bugs which were present the last version, but they were rather minor, and caused by trying to do specific things (also I think they were exceptions, not segfaults, and you could restore the game after them). I have no idea what could break save/restore for you (as it works for me both in Ubuntu 64bit and in Windows 32bit)...
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Very sorry, but:
simen@squonk:~/spill/vapors/src$ make CCEV=linux DOASCII=1 DODEBUG=1
g++ -c -o obj/classes.o classes.cpp -Wpointer-arith -Wconversion -Wsign-compare -Wall -Werror -Wredundant-decls -Wno-inline -Wno-multichar -Wno-format-y2k -O9 -DGLOB_UNIX -DMDEBUG -DMEXPLO -Wsynth
g++ -c -o obj/engine.o engine.cpp -Wpointer-arith -Wconversion -Wsign-compare -Wall -Werror -Wredundant-decls -Wno-inline -Wno-multichar -Wno-format-y2k -O9 -DGLOB_UNIX -DMDEBUG -DMEXPLO -Wsynth
g++ -c -o obj/gsc.o gsc.cpp -Wpointer-arith -Wconversion -Wsign-compare -Wall -Werror -Wredundant-decls -Wno-inline -Wno-multichar -Wno-format-y2k -O9 -DGLOB_UNIX -DMDEBUG -DMEXPLO -Wsynth
g++ -c -o obj/location.o location.cpp -Wpointer-arith -Wconversion -Wsign-compare -Wall -Werror -Wredundant-decls -Wno-inline -Wno-multichar -Wno-format-y2k -O9 -DGLOB_UNIX -DMDEBUG -DMEXPLO -Wsynth -O0 -Wsynth
g++ -c -o obj/player.o player.cpp -Wpointer-arith -Wconversion -Wsign-compare -Wall -Werror -Wredundant-decls -Wno-inline -Wno-multichar -Wno-format-y2k -O9 -DGLOB_UNIX -DMDEBUG -DMEXPLO -Wsynth
cc1plus: warnings being treated as errors
player.cpp: In member function ‘void TPlayerFile::get(TPFPos, void*, TS4)’:
player.cpp:91: error: conversion to ‘long int’ from ‘TPFPos’ may alter its value
player.cpp: In member function ‘void TPlayerFile::set(TPFPos, void*, TS4)’:
player.cpp:101: error: conversion to ‘long int’ from ‘TPFPos’ may alter its value
make: *** [obj/player.o] Error 1
simen@squonk:~/spill/vapors/src$
What seems to be the problem here? This time, I've made sure that no executable popped up anywhere ;) Also, take note that your download link leads to this deformed URL: http://%22http//www.roguetemple.com/z/vapors/%22 I did test v0.55 out briefly in Wine, though. It looks like a very nice update.
As always,
Minotauros
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I have fixed the link. It seems this warning is not important, so you can remove -Werror from the Makefile to ignore warnings instead of considering them as errors, or replace "fseek(f,pos,SEEK_SET);" with "fseek(f,(long)pos,SEEK_SET);" in two places. Thanks!
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Quick/technical update: That worked, thanks a lot. And saving/restoring seems to work natively now :)
As always,
Minotauros
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version 0.56
It has been brought to my attention that the current version of Vapors of Insanity crashes quite frequently. I have checked it, and found it out to be true... I don't know how this escaped my attention, and why it did not get reported for three months. Please report problems earlier next time :)
Anyway, hopefully this release fixes this. This is mostly a bugfix release, there are almost no new features (I have been working on HyperRogue and stuff not related to roguelikes recently).
-You now get more helpful lines when trying to move up/down in the hex mode.
-You can now move more conveniently on laptops, by pressing Shift/Ctrl together with Left/Right (but WEADZX is even more convenient).
-Fixed the WASD movement scheme: wear/wield and worldmap are moved from "w" to "W".
-Also fixed some targetting keys in WASD/VI movement schemes.
-Removed the conflict for shift+S (shift+S saves, shift+T takes sector screenshots).
-The executables are no longer UPX'ed, as this apparently caused malware reports.
-Now compiles without warnings in gcc 4.6.3 (warnings were related to buffer overflows, and missing error checking for input routines; these errors have been fixed).
-Fixed some bugs reported by valgrind (spaces in the font files, uninitialized variables, delete/delete[] bug).
-Improved how the ASCII version looks a bit (but I am concentrating my efforts on the graphical version, so I don't care about the ASCII version much).
-Removed some lines shown during startup.
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Thanks for posting this, getter77 :)