Wondering if anyone would like to test out a newer build?You know I'm a fan :) Send me a message if you'd like me to play test it.
so Wondering is anyone would like to test a new build. Its pretty different, with an actual game ending now.Yay, I was wondering if you had quit development. I'm open for testing.
(http://i39.tinypic.com/30jpmhg.png)
let me know if you are interested. Also now a big fan of the name, so I working on changing it. the game is all about grabbing gold now so it will probably be something with loot, spoil, gold, thief. something like that.
Okay so here is an Update (https://dl.dropbox.com/u/21825227/Microuge/Microgue_Public_Build.swf).I really enjoyed when the plot was, "Delve into the dungeon and get out before the Night comes and the Dark Lord awakens!"
1. There is a test timer in the top corner. It counts down each step, but you get +6 each time you go to a new floor. At 0 you die because I haven't come up with a better idea yet.
2. I also added the ninja back in.
3. I added the rats back in and going with the theme of enemy deaths being interesting I went with the idea of the rat swarm. When you kill a rat now. 2 more will spawn on the level.
The next two things I need to decide are:
A. How to do spells. People usually don't use items, but I think if I give the main character one really useful spell that will work better, and be good to get you out of a situation. I just need to figure out how recharging works? automatically recharged per floors? by killing enemies? is it a rare mana potion drop? One time use, make it count?
B. How to do the End Game. I can have the Player reach a certain Level but that seems Anti-climatic. I have two options though. Return so let the player go in and grab something then rush out. It basically is the same as reaching a certain Point, But thematically it works better. I am also pondering the idea of Bosses, but that opens up another can of worms. Although it could be cool, it might be better left for later.
Okay so here is an Update (https://dl.dropbox.com/u/21825227/Microuge/Microgue_Public_Build.swf).
1. Different Dungeons - will have different enviroments, traps, enemies, and final depthsI think that's a great idea, especially along with #3. Say the king says "Ice Diamond!" and you go "!" Then you can go into the Ice Cave to get the Ice Diamond.
2. "Quest" Tiers. level up dungeons as you beat them, forcing you to go deeper to find the treasure. (can always play an easier tier)I'm not too sure about that one. It seems against your original(?) goal of a quick/fun game if you have to keep track of tiers and choose a tier to play in.
3. "Artifacts". right now the king says jewel, but this could be a randomly chosen mcguffin to get and I could keep track of all of them for the player. so the player can see which ones they found.See #1.
4. Skills. basically the player would have one skill/spell to use. this would replace in game items. Not a lot of people actually use the items though.This and #5 (I think) would make a great addition to the game. I imagine it as the original intro cut, but instead of one hero, you can choose the hero that goes "!" and play as him.
5. Different heroes. (This would probably be best if I did the skills idea. each one could have a different skill)See #4.
also a final question. I am thinking of replay-ability. Anything you would like to see?I think if you add in numbers 1, 3, 4, and 5, you'll have the perfect amount of replay-ability.
Pueo: excellent comments as always.I try. :D
sadly I have been lazy recently and have not got much done. Its been a bit of a heat wave and I done want to spend time with a hot laptop, so my nights have been reading, and playing my iphone.
Yeah I plan on trying to add variety. I am currently working on the next Dungeon which is the Dojo. It will only have ninjas in it, it will be pretty difficult I imagine. I also plan on adding other treasures and giving the player a little screen showing them what treasures they have found. I also need to start adding in more and more new monsters. this should really add to the variety of it. You do mention Tougher monsters. What do you see as tougher monsters or what would make monsters more challenging?
I want to do a haunted house dungeon that is only invisible ghosts.
I tried finding stuff on the elelephant. How exactly does it work?Briefly, it moves at one-point diagonal jumps. So where the knight is allowed to move from A1 to C2, the elephant moves from A1 to C3. In Chinese chess (xiangqi), the elephant is also not allowed to cross the mid-line of the board (which is 9x10 points big). It stays on its 9x5 half to defend the king, covering only a few points.
An enemy to consider is a clone that has the same move and attack patterns as the player.I personally don't see this as a good idea. I envision something like a King v. King stalemate in Chess, where neither can get in range to attack because doing so would jeopardize one's own life.
An enemy to consider is a clone that has the same move and attack patterns as the player.I personally don't see this as a good idea. I envision something like a King v. King stalemate in Chess, where neither can get in range to attack because doing so would jeopardize one's own life.
I am afraid that the game wont be as random. because the player will always know that after getting to the 3 dungeon, they will meet eyes, and all that. granted thats kind of the way it is for most games.