Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on January 23, 2012, 04:22:52 AM
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http://www.fabuladivina.com/Fabula_Divina/Welcome.html
Custom Graphics
This is a big one for this kind of game. Almost all graphics in the game are custom. The items that are not custom, are freely available. Credit is listed on the about page. If we have missed a project that we used public domain work from, please write us and we will add the credit straight away. The oversight is not intentional.
Tactical Turn Based System
All actions by all living things are based on turns
Virtue System
The world of Willow is very much driven by ethics. There are virtues and antivirtues.
Skill System
Skills can help you in every aspect of the game, including virtues. Some skills help you fight, some skills help you have fun, some skills help you move, some skills help you cast, some skills help you think, and some skills help your soul.
Old school battle and magic system.
Use your mouse or keyboard for just about every action in the game.
Experience levels tied to Skill System
Experience points are awarded based on going up in use of your skills.
Logic Puzzles
Some puzzles help you open doors. Some puzzles will help you find answers to questions. Some puzzles will help you warp from one point to another.
MiniGames.
Social games today are all the rage. Some of those games would be well played alone, in single player mode. These games will make their way into the society of Willow, and will help you with skills and virtues. More details on this feature will come in the future.
Optional Ties to Online Connections
More details on this feature will come in the future.
Community based features.
We build features into the game that you think will be FUN.
Fabula Divina is a modern day twist on an old, old friend. A friend you had fun with back in the 80s and early 90s.
Borrowing on principles made popular in Ultima, Dungeon Siege, Dungeons & Dragons and RogueLike games, Fabula Divina also borrows on some more modern RPG techniques such as skills and open style game play.
Fabula Divina is first and foremost a tactical RPG. Turn based RPGs are lost on today’s gaming world, and in turn a style of game play which is still perfectly valid has become nigh extinct.
Fabula Divina is Cross-Platform. What does that mean? It means that players on Windows, Linux and OS X can play it.
Plans are also in the works to make it available to Android and iOS as well.
The first public PlayTest Alpha is available to download now.
Help us make this an awesome game by giving us all kinds of feedback that can help us!
Let us know when you get errors.
Let us know what you were doing to get the error.
Feel free to answer the following questions for us to help us make it awesome for you:
Does this game have all the elements you desire in this kind of game?
Mechanics
Features
What excites you about playing our game?
What bores you about playing out game?
What is missing?
What is excessive?
Does the game work exactly as you think it should?
What is confusing about the way the game is presented to you?
What is confusing about how the game expects input?
Looks pretty promising and has been in the works for awhile now. :)
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Downloaded. I look forward to seeing this as it develops. It has all kinds of potential.
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I'd love to hear some first impressions about this game. Deepshock, can you brief us?
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It crashes with an out of memory exception when I try to start it.
Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space
at java.lang.reflect.Array.newInstance(Unknown Source)
at java.io.ObjectInputStream.readArray(Unknown Source)
at java.io.ObjectInputStream.readObject0(Unknown Source)
at java.io.ObjectInputStream.readArray(Unknown Source)
at java.io.ObjectInputStream.readObject0(Unknown Source)
at java.io.ObjectInputStream.readArray(Unknown Source)
at java.io.ObjectInputStream.readObject0(Unknown Source)
at java.io.ObjectInputStream.readObject(Unknown Source)
at EnigmaEngine.WorldMap.load_map_array(WorldMap.java:151)
at EnigmaEngine.EnigmaGameState.<init>(EnigmaGameState.java:645)
at EnigmaEngine.myPanel.<init>(myPanel.java:58)
at EnigmaEngine.MyView.initComponents(MyView.java:103)
at EnigmaEngine.MyView.<init>(MyView.java:54)
at EnigmaEngine.MyApplication.startup(MyApplication.java:20)
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It crashes with an out of memory exception when I try to start it.
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If you're under windows use: play.bat
If you're under linux/mac os x use: play.sh
Whatever, use this command line: java -jar -Xmx1024m EnigmaEngine.jar
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It crashes with an out of memory exception when I try to start it.
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If you're under windows use: play.bat
If you're under linux/mac os x use: play.sh
Whatever, use this command line: java -jar -Xmx1024m EnigmaEngine.jar
Yes, I ran play.bat, which IIRC just contains the command line quoted.
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If you have enough ram you can try:
java -jar -Xmx2048m EnigmaEngine.jar
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Yep, that works. Right after it finishes starting, it has allocated about 1.5 GB.
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It begins: Alpha v0.2
Fix List in Alpha2:
Fixed issue when clicking on a body part where there is nothing equipped.
Fixed error with starting and stopping music.
Added new options for launching when Java thinks it needs more memory.
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I'd love to hear some first impressions about this game. Deepshock, can you brief us?
Actually since I'd been moving I've had less time to play the game than I expected. I'm definitely going to give it a shot when I can find the time though. I'm on a library computer right now, rather than any one that I could download a game onto. Apologies.
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Alpha 0.3:
-Game no longer requires a huge amount of RAM. Significant resource improvements were made today. The game no requires < 1G of ram to play.
-Fixes for issues related to us by Fabian. The game now no longer tries to talk to tiles.
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Alpha 0.4:
The new world map file format has been certified, so map editing can begin again. New content can be added!
Some door tiles that were mistakenly marked as block tiles have been corrected.
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Can anything be done about game window constantly stealing focus (on Linux)? It's not much use for it to run windowed when you can't actually do anything in a different window...
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Alpha 5:
Significant internal resource usage improvements have been made. If you have played any of the other alphas, please let us know if you feel or see any difference in performance improvements.
New ways to try and detect Java on Windows based systems when Java is not listed in the path have been added thanks to SinisterDesign.
Several updates tonight.
Firstly, Alpha 5 has been released. It fixes several things. See the list below.
Secondly, FAQ (Frequently Asked Questions) is on the way.
Thirdly, Massive progress has been made on randomized dungeons. Hopefully in the next 1-2 weeks you will be able to play test an unlimited number of randomized dungeons. This should keep you satisfied while new content is added, and more logic is added and refined.
Skeletal random loot now works. decent down to, and ascent up from randomly generated dungeons now works :-). Doors work. Locked doors do not yet work. Monsters spawn on the levels in the appropriately random designated locations. Bosses need to work. Being able to leave the dungeon needs to work :-P I am debating on saving exact dungeon state when you leave.
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Alpha 6:
-Saving has been fixed for Windows users (finally)
-Trees, large rocks, and other debris on the terrain now block walking.
-Poison1 has been implemented.
We have also started an initiative where we are going to try to build in one new spell every 1-2 days until they are all built.
We also now give players some gold to spend off the bat. It is random.
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Alpha 7:
Random Dungeon play test has been added.
Once you find the king, do as he asks, and return his staff to him, he will open a secret chamber to a 100 level dungeon! While not fully feature compliant, you can keep playing new levels. Once you have done those 100 levels, if you reset your hame, you will have 100 new and random levels. :-)
Future enhancements will include the ability to increase monster difficulty as you go down the dungeon levels.
Next, spells, spells, spells. We added several new spells in this release:
Firstly:
sanitas acuo - Blessed Life. This will increase your maxHP for up to 10 rounds.
bonas acuo - Blessed Magic. This will increase your maxHP for up to 10 rounds.
exitus abyssum - Exit Dungeon. This will allow you to exit the randomized dungeons. It will whisk you right back to the surface of Willow
sagittae - Magic Projectile. This basically shoots a missile toward a foe. This is basically archery for mages. It does earth/physical damage.
immunius ultimus - Ultimate Shield. This basically shrouds the player in a protective shield and enhances various stats for up to 10 rounds.
ignus gehennam - Hell Fire. This is our first area spell. Click on any life form on the screen, including yourself (it will not harm you or your pet) and it will hit every foe within a 7x7 tile area. This spell is totally unfair in the game right now, but it is meant to be that way for now. It will be balanced in a future update.
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Alpha 7a-9
-SQLite has issues saving on Windows apparently. We had another issue creep up with saving on Windows. We have addressed it. Build 07a has been published.
-New magic spells.
-Conversion of magic spell names to something more English.
-Day/Night Shade Cycles
-Dungeon Shading
-Magic spell to light up the night
-New weapons (though, they don’t have all their unique abilities programmed in yet.)
-Fixed issue with displaying inaccurate gold count after buying stuff.
-Significant speed up on load.
-New city music theme has been added.
-Doors now open by walking into them if they are unlocked.
-Bug fixes.
-The proper “novice” monster list now shows up correctly in the first zone.
-The battle system has changed.
-Almost all of the core story to act 1 is done. There are two side quests in.
-You can garden now if you buy a shovel.
-You can go into the castle, find the gem guy, and buy upgrades for your weapons (tho they are expensive.)
-You can buy upgradable weapons.
-Monsters drop loot now
-There are two bosses and one set of elite monsters you have to defeat
So yeah, this crazy thing is alive again and heading towards beta. :)
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Alpha 10
We really want to thank the feedback we have received on the latest Alpha. It has helped us squish a couple of bugs, and implement the final features we wish to bring to you in our final Alpha. Tonight, Alpha10 has been released.
What is new:
Sailing:
A demo ship is now available to sail around the castle! Sailing is fun.
Events:
Events have been added. Events are little scenarios that happen in the world to give it more life. For example, just to the east of Miseria now, you will find a group of 4 peaceful giants living there. If you attack them, they will attack you. If you leave them alone, they will leave you alone. If you kill all of them, they will regenerate an hour later. This is just a simple example of Events. The system allows us to implement intricate events if we so choose.
End of Act1:
The end of Act1 has been implemented. You will now be setup and prepared for what is to come in the entire world of Willow, and learn why you are there.
The rest of the little things missing from Miseria have been added.
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New naming scheme v0.30
Today is a big day for us. We removed the Playtest and Alpha monikers from the game, and we present to you, version 0.30. The game still has a ways to go, but the improvements and enhancements are coming at a more brisk pace. We partly have you to thank for that. With your feedback, we are able to make it better faster!
-Tons of bugfixes
-Fixes to visualization bugs reported
-New UI implemented
-Beginning stages of balance to the world and the rules
-Stability improvements
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v0.32
Today we announce version 0.32. Version 0.32 has a significant set of things in it.
-Graphical Boot Loader finally... More responsive to tell you what is going on as it loads.
-Complete refactor of the boot-strap code. Implemented better threading model.
-CLASSES Players asked for classes and we have responded. Classes work differently here than in some games. With classes, we do not restrict what you can use, but rather, your efficiency if you go off book. So for example, you can put a big katana in the hands of a Cleric, but they will not be nearly as effective with it.
-Road Signs - These help you find your way.
-Angelus, the Guardian Angel. Now, when you press ‘H’, you can talk to your guardian angel and he will help you.
-The hero will now talk to you and give you feedback. He/She does not have nearly all the text in there that he/she will have, but there is a decent amount to start with.
-Popup-text bubbles will show up in some places now to help give more active feedback to the world.
-Many, many bug fixes
-Performance fixes that should make it run faster for you.
-Versioned data. This should be the last time you have to start your character over.
-Massive modification to the RPG-based rules. We are trying to start balancing the world that is there.
Also, the size of the entire package has been cut down pretty well in half compared to when v0.30 first landed, so definitely some optimization on that front in a big way.