Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: HappyPonyLand on November 22, 2011, 10:52:25 PM
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Hello!
I'm new at roguetemple but you might recognize me from r.g.r.d.
"The Slimy Lichmummy" is an intense and challenging hack-like of my own creation. It has a cyberpunk/fantasy setting, with game elements spanning from body augmentations, forcefields and terminal hacking to fallen angels and a fire-breathing dragon.
For the last week or so I have been working on an SDL port and I am quite pleased with the results. Its visual style is minimal, reminiscent of the early Ultima series:
(http://www.happyponyland.net/pics/tsl-0.36-002.png)
It can also be played in textmode, with almost identical look and gameplay. It runs on Windows, Linux and pretty much anything else.
It can be downloaded from http://www.happyponyland.net/roguelike.php (http://www.happyponyland.net/roguelike.php)
Happy lichmummying!
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Fantastic and congrats, here's hoping the SDL shenanigans entreat a good deal many more folks to dig into the game and see it continue to chug on along improving. Welcome at last to Rogue Temple! ;D
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Very nice ;D
Where is a list of control keys?
Is there full-screen mode?
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Where is a list of control keys?
Press ? (or F1 with SDL).
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Very cool game, high replayability.
Some little annotations I took while playing:
1. Are armor values shown somewhere?
2. Are all filthy rags, leather jackets, boots the same so there's no need to try different items of the same type?
3. Why whips and axes damage value is not shown? How do you long-range attack with a whip?
4. There's no way to "a"pply torches, you have to select them from the inventory menu
5. Do killing monsters/reaching new dungeon levels gives experience points? or the only way to improve is via capsules, books so it's always better to avoid fights?
6. "/" command to look is a little ankward (in my keybord I have to press shift+7)
7. Is there a full-screen mode?
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Very cool game, high replayability.
Some little annotations I took while playing:
1. Are armor values shown somewhere?
2. Are all filthy rags, leather jackets, boots the same so there's no need to try different items of the same type?
3. Why whips and axes damage value is not shown? How do you long-range attack with a whip?
4. There's no way to "a"pply torches, you have to select them from the inventory menu
5. Do killing monsters/reaching new dungeon levels gives experience points? or the only way to improve is via capsules, books so it's always better to avoid fights?
6. "/" command to look is a little ankward (in my keybord I have to press shift+7)
7. Is there a full-screen mode?
1. If you inspect the item. The value in parentheses is the remaining durability - I will probably hide the exact value, and display an "excellent"<->"badly worn" scale instead.
2. Anything that says just armor, boots, sword, axe, etc, is not fully identified. Leather jackets, filthy rags and most melee weapons are already known from the start. This is also the reason some weapons don't display their damage - if the item inspection says nothing, then it's probably unidentified. Should I denote unidentified status somehow?
3. There is no long-range attack for the whip. Maybe it could be a ranged weapon instead, with unlimited "ammo".
4. You 'e'quip torches. A lit torch can also be used/applied (with 'a') to burn things.
5. There is no experience, only the things you find. This is a bit unconventional, just like there being no Health cap. I haven't found any way yet to "reset" the players mindset. I don't think the help pages should have to describe mechanics I don't have.
6. Originally, it was supposed to emulate Nethacks behaviour. I'll consider adding an extra key for this. Suggestions welcome - I'm a Dvorak typer and use my own keymap anyway. I'm not sure how well it plays on QWERTY keyboards.
7. Yes! Create (or copy) a tsl_conf that says "fullscreen".
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1, 2. I don't understand.. every kind of armor (from boots to rags to chainmail) never displays its protection value (how much damage is subtracted) and neither its resistance.. I think those two numbers should be always visible right after the name of the item ; about weapons some like swords, axes, whips, never show their damage.. even when using them multiple times; other weapons such as crowbars, quarterstaff always display their damage / attributes even without using them. why??
unidentified status could be left undenoted, but items should autoidentify on use.
edit: I used an identify scroll on a sword.. it now says the sword damage and its name ("Glory"); does it have some special attributes?
3. yes, that would be nice
5. so no experience and no health cap.. very original, I really like this aspect; it also makes the game more about stealth and intelligence rather than just killing/picking-up everything
6. "l"ook is the most used in rogueliks.. maybe putting an option in the configuration file for not using the vi-keys (I think few players use them anymore). btw every other one-hit key would be ok
Congratulations for this game.. and welcome to RogueTemple!
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1, 2. I don't understand.. every kind of armor (from boots to rags to chainmail) never displays its protection value (how much damage is subtracted) and neither its resistance.. I think those two numbers should be always visible right after the name of the item ; about weapons some like swords, axes, whips, never show their damage.. even when using them multiple times; other weapons such as crowbars, quarterstaff always display their damage / attributes even without using them. why??
unidentified status could be left undenoted, but items should autoidentify on use.
edit: I used an identify scroll on a sword.. it now says the sword damage and its name ("Glory"); does it have some special attributes?
You can view a detailed description by pressing 'i' and then the items inventory letter. I should probably clarify this in the help.
Congratulations for this game.. and welcome to RogueTemple!
Thanks for the suggestions! Some things seem obvious to me, but I never know how players will react...
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Some other things:
8. is there a reward for killing unique bosses like the King Worm, the Octopus or the Necromancer?
9. sometimes the game crashes (win xp sp3).. last time when I was fighting the octopus
edit: just crashed after I threw a small dark at the lurker-octopus..
10. I'd like it if after being defeated the program wouldn't close by itself, because having to double-click the tsl.exe again is a little unimmersive - personal taste
11. the burdened status is very difficult to play (ogres and slimes means often death) and also very easy to come across in my opinion; is this intentional? I really like the extra-challenge this implies, but it makes things really harder until you find a strenght enhancement capsule
12. I tried inspecting armors but no informations.. all I see is: Armor (1/1); I think both resistance and defense of armors, boots, etc should be always visible and without the need to inspect every piece of gear.
edit: some pieces of armor, like Filthy Rags show also their protection value (1/25; what are those numbers for?), other pieces like the mentioned Armor don't.
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The graphics have a nice feel indeed.
The game seems to recenter the screen incorrectly (Linux fullscreen, if that matters). The view is shifted downwards when I move upwards, and I no longer can see the character. It seems the problem is caused by trying to move the top corner of the view above the top line of the level.
It is not explained how to search for secret doors.
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This game is really fun, love the look of the SDL version.
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Some other things:
8. is there a reward for killing unique bosses like the King Worm, the Octopus or the Necromancer?
9. sometimes the game crashes (win xp sp3).. last time when I was fighting the octopus
edit: just crashed after I threw a small dark at the lurker-octopus..
10. I'd like it if after being defeated the program wouldn't close by itself, because having to double-click the tsl.exe again is a little unimmersive - personal taste
11. the burdened status is very difficult to play (ogres and slimes means often death) and also very easy to come across in my opinion; is this intentional? I really like the extra-challenge this implies, but it makes things really harder until you find a strenght enhancement capsule
12. I tried inspecting armors but no informations.. all I see is: Armor (1/1); I think both resistance and defense of armors, boots, etc should be always visible and without the need to inspect every piece of gear.
edit: some pieces of armor, like Filthy Rags show also their protection value (1/25; what are those numbers for?), other pieces like the mentioned Armor don't.
8. Not yet. I have plans though.
9. I'm not sure what causes this. I will do some more testing.
10. I hear this from others as well. There I technical reasons why the game can't just restart - I'll see if I can work around them.
11. It is intentional, but I admit item weights aren't very well balanced yet. I don't think it should be possible to carry two sets of armor and five swords without problems.
12. Only armor has an armor value, boots and cloaks do other things. Finding these out is part of the identification minigame, but not really crucial to your success. For the next version I have expanded the help page on this.
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The graphics have a nice feel indeed.
The game seems to recenter the screen incorrectly (Linux fullscreen, if that matters). The view is shifted downwards when I move upwards, and I no longer can see the character. It seems the problem is caused by trying to move the top corner of the view above the top line of the level.
It is not explained how to search for secret doors.
Thank you!
This is strange and not something I have seen myself. Does the recenter command work? Have you tried the autocenter option?
You search by bumping into walls (once is enough). I should add this to the help.
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I love the visuals, really great work! The concept is fun too, I'm enjoying it.
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9. it probably was the fatal blow to the lurker head.. there were still some tentacles alive
12. ok, but some armors (like Filthy Rags) have shown values, some others (like Armor) don't
edit: floating demon genitalia got me again!
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Recenter does not help, autocenter does not help, and the bug is obvious after a short play on my machine. I have checked that fullscreen and SDL do not matter. Maybe it's caused by 64 bit architecture?
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6. "l"ook is the most used in rogueliks.. maybe putting an option in the configuration file for not using the vi-keys (I think few players use them anymore). btw every other one-hit key would be ok
I wouldn't be so quick to dismiss vi-keys. Vi-keys is the only layout that works well on notebook/netbook keyboards, and notebooks/netbooks are only getting more popular, not less.
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6. "l"ook is the most used in rogueliks.. maybe putting an option in the configuration file for not using the vi-keys (I think few players use them anymore). btw every other one-hit key would be ok
I wouldn't be so quick to dismiss vi-keys. Vi-keys is the only layout that works well on notebook/netbook keyboards, and notebooks/netbooks are only getting more popular, not less.
Sure, everyone has a laptop, but I don't think there are many people playing roguelikes with those. By the way you have a point there; maybe we could start a poll thread about notebook/netbook rogueliking and vi-keys.
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6. "l"ook is the most used in rogueliks.. maybe putting an option in the configuration file for not using the vi-keys (I think few players use them anymore). btw every other one-hit key would be ok
I wouldn't be so quick to dismiss vi-keys. Vi-keys is the only layout that works well on notebook/netbook keyboards, and notebooks/netbooks are only getting more popular, not less.
Remember that the vi-key system is broken on many non-English keyboards where the keys aren't arranged in QWERTY style.
(Many European countries use QWERTZ, for example, where Y and Z are swapped. Drives you insane trying to play a game that supports only vi-keys. :()
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6. "l"ook is the most used in rogueliks.. maybe putting an option in the configuration file for not using the vi-keys (I think few players use them anymore). btw every other one-hit key would be ok
I wouldn't be so quick to dismiss vi-keys. Vi-keys is the only layout that works well on notebook/netbook keyboards, and notebooks/netbooks are only getting more popular, not less.
Remember that the vi-key system is broken on many non-English keyboards where the keys aren't arranged in QWERTY style.
(Many European countries use QWERTZ, for example, where Y and Z are swapped. Drives you insane trying to play a game that supports only vi-keys. :()
In TSL this isn't an issue since you can adjust keys freely (or just play with numpad, if you have one). yu and bn on vi-keys are awkwardly placed, in the Dvorak keymap supplied they have been shifted one step to the right. Default QWERTY vi-keys have the traditional layout, since anyone wanting to use them probably know them already.
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In TSL this isn't an issue since you can adjust keys freely
How?
some other things:
- is there yet any use for hacksaw and mortar and pestle?
- shouldn't be better an automatic autocenter after every step?
- what's the use of "mark destination" scrolls?
- recharge scrolls have always ended making my wands exploding.. always
polymorph traps -> slime -> every item dissolves
terrible! haha
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TSL 0.37 is out! Thanks for all the feedback!
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In TSL this isn't an issue since you can adjust keys freely
How?
some other things:
- is there yet any use for hacksaw and mortar and pestle?
- shouldn't be better an automatic autocenter after every step?
- what's the use of "mark destination" scrolls?
- recharge scrolls have always ended making my wands exploding.. always
polymorph traps -> slime -> every item dissolves
terrible! haha
Keys: create a tsl_conf, add "bind x y" where x is the key and y is the command. See README for more information. Ideally key binding should be done from inside the game, I just haven't had time to add it.
Hacksaw can turn bullets into hollow-point bullets. Mortar and pestle can grind some items (that currently are not generated). So - no, they're not really useful. Their future is yet to be determined, they will possibly be removed.
Autocenter: how could it be better?
Mark scrolls record your location. When you use a recall scroll, you are taken back to the same place. These will probably be replaced by something more useful (maybe a scroll that just takes you back to the stairs).
Recharge has been rebalanced in 0.37. It's now 5% + number of charges already in wand (used to be 30% something).
Slimes: ;D Even I think this is a bit too harsh. I might change it so items aren't always destroyed, or only degraded in some way.
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Finally got around to giving this a try. Pretty fun. I like the setting.
Would be nice if the inventory menus could be navigated with the arrow key.
It would also be nice if the game asked you if you wanted to play again or quit when you die instead of automatically closing.
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I tried this as my tsl_conf file
fullscreen
autocenter
forcegetname
But the game doesn't open when I do. I mainly wanted fullscreen.
It runs fine if I don't have the conf file, but I really would prefer to play fullscreen. Am I making the conf file right? Is it supposed to have * in front of the commands? Do they have to be on the same line?
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but I don't think there are many people playing roguelikes with those.
Oh, more than you'd think. Roguelikes are very good games for long journeys by train, and they usually don't drain the battery like other games do.
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what does "(...)" mean in the help screen?
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but I don't think there are many people playing roguelikes with those.
Oh, more than you'd think. Roguelikes are very good games for long journeys by train, and they usually don't drain the battery like other games do.
I use a laptop myself to play roguelikes. It can be frustrating when some roguelikes such as Demon Hunt only use the numpad which my laptop does not have.
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What's the use of mechanical arms and yuck potions?
I like this new version, much better.
I hope you keep working on this game.
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but I don't think there are many people playing roguelikes with those.
Oh, more than you'd think. Roguelikes are very good games for long journeys by train, and they usually don't drain the battery like other games do.
I use a laptop myself to play roguelikes. It can be frustrating when some roguelikes such as Demon Hunt only use the numpad which my laptop does not have.
Same here with frozen depths - it was a pain in the butt to find a key combination that worked well with all the other keys and I ended up barely ever using diagonals (only when i really needed to).
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but I don't think there are many people playing roguelikes with those.
Oh, more than you'd think. Roguelikes are very good games for long journeys by train, and they usually don't drain the battery like other games do.
I use a laptop myself to play roguelikes. It can be frustrating when some roguelikes such as Demon Hunt only use the numpad which my laptop does not have.
Same here with frozen depths - it was a pain in the butt to find a key combination that worked well with all the other keys and I ended up barely ever using diagonals (only when i really needed to).
Yeah, frozen depths was the first roguelike I played that made me think to map the keys to a gamepad using xpadder just so I could fully use diagonal movements in an easy way. Worked out pretty well since it doesn't have too many commands. I can play almost entirely using a gamepad. The same with Doomrl, Hydra Slayer, and Infra Arcana.
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OK I have fixed the bug I mentioned above.
In center_view_y you are performing the following calculations:
view_top = MAX(0,
MIN(level->size_y - board_size_y + 1,
y - (board_size_y / 2)));
The result of the last subtraction can be negative. However, since y is unsigned, the result is also unsigned, so it can become a very high number. This is fed as an argument to MIN, which expects a "signed long". On 32-bit compilers this is 32-bit unsigned => 32-bit signed, so it fixes the problem. However, on 64-bit compilers "signed long" is 64-bit signed, so the problem is not fixed.
Removing "unsigned" from the type of "x" and "y" arguments to "center_view_x" and "center_view_y", as well as "board_size_x" and "board_size_y"* fixes the problem.
Overall, I recommend using unsigned variables only when you have a good reason to (the numbers would not fit into a signed variable). Otherwise unsignedness tends to be "promoted" to results of calculations, which is often not what you want.
I don't know why compiler does not warn about this (it usually does). Though, I get a lot of warnings like:
saveload.c:606: warning: cast to pointer from integer of different size
saveload.c:952: warning: cast from pointer to integer of different size
Since integers are 32-bit and pointers are 64-bit, no wonder that the compiler feels alarmed.
*Yes, even signed minus unsigned becomes unsigned:
#include <stdio.h>
int main() {
signed x = 5;
unsigned y = 7;
if(x-y < 2) printf("yes\n");
return 0;
}
won't say "yes"
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Would be nice if the inventory menus could be navigated with the arrow key.
I have vague plans for this, but it's low priority at the moment.
It would also be nice if the game asked you if you wanted to play again or quit when you die instead of automatically closing.
This is also frequently requested but nontrivial to fix. I might have a look at it but no guarantees.
I tried this as my tsl_conf file
fullscreen
autocenter
forcegetname
But the game doesn't open when I do. I mainly wanted fullscreen.
It runs fine if I don't have the conf file, but I really would prefer to play fullscreen. Am I making the conf file right? Is it supposed to have * in front of the commands? Do they have to be on the same line?
It might be the newlines that are causing trouble. In the latest version you can also use Alt+Enter to switch to/from fullscreen.
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What's the use of mechanical arms and yuck potions?
Mechanical arms: Enable the Push ability, +2 throw range (this should be displayed in the augmentation info).
Yuck potions: None, really! It's just to add more options for use-identify.
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First off, hello! I've been enjoying TSL immensely since version 0.30.
Not needing experience is very refreshing. Also really liking the new SDL mode.
However, I've noticed a crash that can easily be reproduced (Running the game on 64bit Windows 7);
When killing the head of the Lurker in the Drowned City the game crashes without fail. This never happened in 0.30 (I started playing again since 0.36 and 0.37).
Killing the head AFTER killing all the tentacles does not cause the game to crash, however.
Maybe it has something to do with one of the tentacles dying offscreen (ie. outside of my field of vision)?
I've simply resorted to NOT killing the Lurker or skipping the Drowned City altogether (though I'd rather not, those chainsaw ogres are a pain :)).
Recently the game crashed when my crystal sword shattered, though. I haven't been able to reproduce it (crystal swords are a bit rare, and it was the first time one of my weapons broke) though the game didn't crash when my Battalion Mail was destroyed.
So I can't say whether it's specific to weapons breaking or to crystal swords breaking, or just a random crash for the fun of it, but I wanted to let you know.
Good luck with the further development of TSL, it's fantastic!
Edit: Woo! Ascension!
Flash might be a smidge gamebreaking ;D. Maybe have it not work on some monster types, up the energy cost or make creatures look away after you've blinded them once/twice?
Is there any way to reduce the damage you take when phasing into monsters? I loved doing that untill I noticed I had 1 hp left. (Or that one time I phased into a slime... or the King of Worms...)
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What's the capacitor do? I stepped into a mutation/upgrade chamber thingy and it gave me two options. The first one was Capacitor I think, but the description for it was just blank. The other was exoskeleton, but it did have the description underneath.
A very interesting game. I look forward to the next release.
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Looks like it's been updated! ;D
Latest version seems to be 0.38.
There's some new items and augmentations in the game, the UI's been redone a bit.
Combat's been completely redone, it's pretty interesting.
Killing the Lurker while there are still tentacles alive still crashes the game in SDL mode, though.
And somehow I've had characters end up being completely unable to drink, haha.
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Thanks for letting us know, I love this game.
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Awesome! I wanted to play a game tonight but couldn't decide which one. Now I know. :p