Temple of The Roguelike Forums

Game Discussion => Early Dev => Topic started by: Untrustedlife on October 26, 2012, 02:43:20 AM

Title: RogueLegends
Post by: Untrustedlife on October 26, 2012, 02:43:20 AM
http://forums.tigsource.com/index.php?topic=28900.0 is the link to the devlog for the roguelike i am developing, i think you guys might be interested, A actual download isn't available yet but i have testers who love it.


That post will no longer be used im moving my dev log shanigans here as the old post is too outdated and i dont feel like watching 2 different forums.


Title: Re: RogueLegends
Post by: getter77 on October 27, 2012, 12:39:40 AM
Certainly looks promising---keep at it and keep us posted!   8)
Title: Re: RogueLegends
Post by: Untrustedlife on October 28, 2012, 02:26:43 AM
Will do  ;)
Title: Re: RogueLegends
Post by: Untrustedlife on November 02, 2012, 02:56:49 PM
The game has been updated and i added a few things (and completely recoded the combat) take a look at the forum post to learn more, i should have a playable version out soon  ;D
Title: Re: RogueLegends
Post by: getter77 on November 02, 2012, 04:53:23 PM
Excellent.
Title: Re: RogueLegends
Post by: Untrustedlife on November 08, 2012, 03:48:21 PM
Several, major updates to the game, should get a playable version out soon, take a look at the post for info
Title: Re: RogueLegends
Post by: getter77 on November 08, 2012, 07:45:29 PM
Wow, you've done some serious damage on that short term list as it is a fraction of the length it has been----keep on blasting away and ahead!   :o
Title: Re: RogueLegends
Post by: Untrustedlife on November 10, 2012, 04:54:41 AM
(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps243ad1d1.png?t=1352523126)

Heres a screenshot of a super tiny part of the overworld (im in the middle), and in my inventory is a prize, that i got after killing a new NAMED creature, i also added lairs (caves where certain creatures live) :P, ya know, i think you all would agree with me, this screenshot fits the site very well..
Title: Re: RogueLegends
Post by: getter77 on November 10, 2012, 01:01:05 PM
Nice work!  You'll probably want to think about how to better display long names in the inventory list to keep things tidy down the line---Mushaka there is breaking your box on the right.  Perhaps support for a mouse-over or cursor highlight scrolling pop-up tooltip or something?
Title: Re: RogueLegends
Post by: Untrustedlife on November 10, 2012, 01:46:13 PM
Nice work!  You'll probably want to think about how to better display long names in the inventory list to keep things tidy down the line---Mushaka there is breaking your box on the right.  Perhaps support for a mouse-over or cursor highlight scrolling pop-up tooltip or something?

good idea, i was going to just make the inventory bigger, but your idea seems more clean, i might just make the inventory display on the entire screen , you cant move while looking at your inventory anyway.... and it also appears when doing certain commands, like equipping, throwing etc.
Title: Re: RogueLegends
Post by: getter77 on November 10, 2012, 06:07:14 PM
Also a good idea---worked well enough for ADOM and various others.
Title: Re: RogueLegends
Post by: Untrustedlife on November 12, 2012, 03:01:25 PM
Realms have been finally added these are a BIG part of this game, and have been in the works for a while, realms are like side-dungeons /worlds which can be accessed from different Normal dungeon levels, these realms, are also randomly chosen for the dungeon so each time you play so you get different realms  on different levels, each play-through , and armor now changes your color, and new weapons and enemies added (for the realm) , realms play by different rules then normal dungeons, depending on the realm-type, they can be misty zombie apocalypses in a different time period for example. (all still procedurally generated)



(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps0250aec0.png?t=1352732036)

Note the completely different style this realm has from the dungeon, the most obvious being that the background is blue due to mist, and that the ground is much bluer, the world is more mazelike.. and many other differences (like human zombies, HUMAN zombies dont exist anywhere else, right now, though there are goblin, bat, wolf etc. zombies in the main dungeon.) This realm is more horror-oriented then the main dungeon, trust me.
Title: Re: RogueLegends
Post by: mrrstark on November 12, 2012, 03:28:40 PM
Neat! Looks cool
Title: Re: RogueLegends
Post by: getter77 on November 12, 2012, 03:58:49 PM
Really impressive stuff----if this pace keeps up and you stick with it well after things go public....this project stands an excellent chance at being one of the finest Roguelike projects to come out of TIGSource.  Right up there with the sadly forgotten Other Observations Betrayal.    :(
Title: Re: RogueLegends
Post by: Untrustedlife on November 12, 2012, 04:01:28 PM
Neat! Looks cool

thanks,  ;)
Title: Re: RogueLegends
Post by: Untrustedlife on November 12, 2012, 04:08:21 PM
Really impressive stuff----if this pace keeps up and you stick with it well after things go public....this project stands an excellent chance at being one of the finest Roguelike projects to come out of TIGSource.  Right up there with the sadly forgotten Other Observations Betrayal.    :(


i just downloaded Other Observations Betrayal. im going to play it  :  :D (i have no school today so..yea)
Title: Re: RogueLegends
Post by: getter77 on November 12, 2012, 05:59:35 PM
Never a bad decision, shame the dev seems to have vanished along with his original site for it----good thing somebody put that YoYo games package together.
Title: Re: RogueLegends
Post by: Untrustedlife on November 14, 2012, 04:32:16 AM
(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps67bb5afa.png?t=1352867416)
when i release this i hope you guys love this as much as me and my testers do..  ;D
Title: Re: RogueLegends
Post by: getter77 on November 14, 2012, 12:52:25 PM
Heh, think of it this way:  The game only stands to get even better once it goes public.   8)
Title: Re: RogueLegends
Post by: Untrustedlife on November 15, 2012, 03:16:51 AM
I Have added a poll because a aspiring- composer asked if he could do music for my game, but im not sure, whether it should or not, so i need your input  8)
Title: Re: RogueLegends
Post by: getter77 on November 15, 2012, 12:34:15 PM
Voted yes----be bold and you might as well attack the multimedia spectrum with your ambitious Roguelike!   8)
Title: Re: RogueLegends
Post by: Untrustedlife on November 15, 2012, 03:17:34 PM
Important updates on my TIG forums post, and one more poll-style question, once i add enemies, will you guys be ok with playing a super early version of this game, this way i can get it out to you guys faster. maybe even by next wednesday
Title: Re: RogueLegends
Post by: guest509 on November 15, 2012, 03:56:13 PM
  Dude of course you want original music. If I sucks I'll just turn it off. I assume you'll have an off switch, right?

  Don't worry about releasing early and often. This is a development centric community.
Title: Re: RogueLegends
Post by: getter77 on November 15, 2012, 04:06:36 PM
Yep, just take your time and keep at it on your feature targets, polishing, and updating and everything will wind up nicely sorted as it does.
Title: Re: RogueLegends
Post by: Untrustedlife on November 15, 2012, 07:05:41 PM
thanks guys  ill wait, i want to get it to you guys in a more finished state,  but, it wont be too long anyway. I have a feeling given the great feedback im already getting that you will love it, as do i and my testers.
Title: Re: RogueLegends
Post by: mughinn on November 16, 2012, 12:36:43 AM
There is no reason not to add music as long as you add a mute option
Title: Re: RogueLegends
Post by: TheCreator on November 16, 2012, 06:45:51 AM
There is no reason not to add music as long as you add a mute option

There is always a reason not to implement a new feature. It takes time, which can be used to implement another, more desirable feature or improve a lot of details. It can introduce many bugs. It can cause unexpected portability problems. Not every developer is himself a musician, so there might be also some legal issues (probably not the case here, but you can never be sure unless the composer is someone from your family). Last, but not least, the size of the release package increases (don't tell me it doesn't matter any more these days, it still does). So it's always a good idea to think about it before making the final decision, ask players etc. The players usually don't mind if they are asked whether implement a feature or not, but they might actually desire another new feature instead, so it's up to you to figure out what they really want.
Title: Re: RogueLegends
Post by: Untrustedlife on November 18, 2012, 01:30:53 AM
Well i added talking support for simple and complex conversations to Rogue legends

in other news i decided to pick up python and mess with it (this weekend and friday) and i already have a cool little tech demo for DF style gameplay (With ZLEVELS and a little music library thng i made) done (it doesn't take long for me to learn new programming languages) when im done with this game (roguelegends) i might start working on a df-style game with my little engine..   ;D
Title: Re: RogueLegends
Post by: Untrustedlife on November 19, 2012, 03:40:39 PM
welp, goblins when you talk to them have this to say:
 "Grunt..GRUNT..grunt!!!!!" basically
and guards warn you about pickpocketing when you talk to them,
Quests will be added next, as having static starter objectives is lame




screenshot right here showing off the compass now pointing out the direction of the nearest enemy as well as the objective

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture2_zpsb0f5210b.png)
Title: Re: RogueLegends
Post by: Untrustedlife on November 20, 2012, 07:17:19 PM
Adding new enemies, Werewolves added, adding quests now. Poll has been locked, i am definetly adding music.
Title: Re: RogueLegends
Post by: Untrustedlife on November 21, 2012, 03:22:45 AM
Added in examples of complex conversations, and a very funny in depth conversation you can have with villagers for now. which can end in them being smited by there god for not cooperating in the conversation well..   :D so much fun :P (of course its just a test)

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps1d333431.png?t=1353468597)



another Fun Death

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps738fdf39.png?t=1353470168)
Title: Re: RogueLegends
Post by: getter77 on November 21, 2012, 02:40:12 PM
Oops, missed this last one---looking like good progress.  Good call on having the conversations centered on the screen.
Title: Re: RogueLegends
Post by: Untrustedlife on November 25, 2012, 03:30:09 AM
Welp, i added the ability to do things that lead to you becoming a flesh crazed only flesh eating, werewolf  >:D

I also updated the dungeon, and added a new lair, and a couple new enemies and new armor.. and quests are being somewhat worked on (though im focusing on items and monsters right now)
Title: Re: RogueLegends
Post by: getter77 on November 25, 2012, 03:38:13 AM
Heh, whatever aspect happens to be one(s) that you can work fluidly/well on at a given time----always a good position to be in.  Plenty of time to nail down the entire lot of it.
Title: Re: RogueLegends
Post by: Untrustedlife on November 25, 2012, 04:19:15 AM
(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zpsfe932ba0.png?t=1353816997)
the dungeon generator, this is a part of the dungeon deeper underground, just thaught i'd show it off  a bit

i also added a full bronze armor set, and enchanted items (finally)
Title: Re: RogueLegends
Post by: getter77 on November 25, 2012, 12:46:39 PM
Random question:  How well does the game handle, at present, the likes of Windowed/Fullscreen mode, different screen resolutions, and so on?  One problem that plagues many projects, for instance, is the font for ingame text getting so small it is hard to read, or things not stretching right to fill, etc.
Title: Re: RogueLegends
Post by: Untrustedlife on November 25, 2012, 10:53:38 PM
Right now the game can handle ANY resolution/size (and when i say any i mean any) you can make it any size you want at all it will not glitch at all even if you make it desktop shortcut small things are still sized correctly (though you cant read the text at that size (inevitably)), though the stats bar seems to be higher up when you have it bigger (its not distracting though).  ;D

i could post a screenshot of it at a small size if you want me to.
Title: Re: RogueLegends
Post by: getter77 on November 26, 2012, 01:19:23 AM
No prob, just a thing to keep in mind and reckon---I have a 1680x1050 monitor(Not anywhere near great even a couple years back but yeah..) and tend to either play Fullscreen or in a Window about that big when possible.  Nice to see there won't be any issues from the sound of it.
Title: Re: RogueLegends
Post by: Untrustedlife on November 26, 2012, 02:42:28 AM
well im adding id'ing of items now (so i can get to potions finally)  :-\ its been way too long without them.. im beginning to think this project is going to take longer then i thought ...  :-[. and im beginning to want to release a test version so people can stop being eaten up by desire to play..
Title: Re: RogueLegends
Post by: getter77 on November 26, 2012, 03:05:05 AM
Take all the time you need...and make sure to have a variety of frequent backups of all your work going, just in case.
Title: Re: RogueLegends
Post by: Untrustedlife on November 29, 2012, 11:24:36 PM
added some new attack types for piercing weapons and hacking weapons and added a dagger a wooden dagger (and all variations broken enchanted etc) I also added swords and Axes, now to see if i can improve the combat a bit, like giving weapons attack types more advantages and disadvantages.
Title: Re: RogueLegends
Post by: roguedotnet on November 30, 2012, 01:52:58 AM
Hey looks awesome Untrusted! That's .NET then? I dig the styling!
~Rogue.NET Project
Title: Re: RogueLegends
Post by: Untrustedlife on November 30, 2012, 02:50:09 AM
not in .NET sorry for the misunderstanding, when i replied on your post i was talking about how the idea of procedural plots was very alike. I love the look at your project as-well though
Title: Re: RogueLegends
Post by: Untrustedlife on December 02, 2012, 01:22:32 AM
got all the disadvantages, advantages of all the current melee weapon types  implemented ( though it still needs some balancing), now to work more on creatures/realms/quests, sorry if this is becoming like a devlog, i just want to keep you guys updated  ;) , would you guys be ok with me putting out an alpha version to get some real feedback soon...because im dying to show you guys what i got ..
Title: Re: RogueLegends
Post by: getter77 on December 02, 2012, 02:07:42 AM
No worries on the updates, progress on promising Roguelikes is always a good thing to behiold---even though I say a release is in no hurry, that doesn't change that fact that you're making great  dev pace as it is....so I reckon things will settle out as they do.

For instance:  What sort of rough checklist would pop up into your head for "Public" alpha?  Beta?   Thinking of it that way might help to put things in perspective.
Title: Re: RogueLegends
Post by: Untrustedlife on December 02, 2012, 02:34:26 AM
public : once i get winning and quests fully implemented (and maybe potions and identification down flat) and MUSIC done (my composer) just got into FULL contact with him today so it will be awhile)

Alpha: once i get support for multiple realms per level (and 2 overworld realms)/ a ton of new enemies/more things to do in both the realms and the dungeon (and the overworld)

Beta:
once i get most of my goals down ( (in general) but me and my friend will probbably have more by this time (indefinite project?)

It will be updated for quite awhile if things go well and i will abandon it and release source after that so people can add what they want) ( i may keep in contact but i have bigger more advanced things to do ( i started a side project recently which i think is very promising .. AND 3D and simulates body parts individually)
Title: Re: RogueLegends
Post by: getter77 on December 02, 2012, 04:25:29 AM
Sounds like a solid plan, just a matter of your usual rapid attacking of the checklists to come there and a bit of time.   8)
Title: Re: RogueLegends
Post by: Untrustedlife on December 02, 2012, 04:55:41 PM
What happens when i press the wrong button when consuming food (or attempting to), you have to pay attention to what you do in our game..

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zpsc4b6d459.png?t=1354467196)
Title: Re: RogueLegends
Post by: Untrustedlife on December 05, 2012, 07:08:59 PM
added a new enemy (cavespider) he has poison attacks, but you dont always get poisoned
he is agressive to all (insect) based creatures and humans  ;)

the fact that the player can be poisoned now (by varying types of poisons that i can customize) means that i am 1 step closer to potions


The game has also been copywrited under creative commons, so i can release it whenever i want now without people stealing my (and my dev teams) stuff.

(sorry about the lack of massive updates, I have been distracted a bit by minecraft 1.4.5 (and the mods for it) )
Title: Re: RogueLegends
Post by: Untrustedlife on December 09, 2012, 06:34:14 AM
Added raptors and Giant Spiders and fixed the pack-systom  ;D spiders and lizards hate each other lizards (the only lizard right now being a raptor) hate insects and spiders and humans. both creatures spawn in packs of up to 5 (rarely 5) usually 3

I need your guys's help coming up with new enemies while im adding them, go ahead and come up with some and suggest them (dont worry how difficult it sounds, i can probably make it (or at least try)) Do high fantasy (but not sterotypical high fantasy) thanks in advance
Title: Re: RogueLegends
Post by: getter77 on December 09, 2012, 12:57:51 PM
Um...Weretigers.
Title: Re: RogueLegends
Post by: Untrustedlife on December 09, 2012, 10:39:23 PM
that would be fun to make    :D
Title: Re: RogueLegends
Post by: Untrustedlife on December 23, 2012, 10:46:28 PM
Sorry for the long amount of time since the last update (ive been busy)  well I have added MANY new monsters, I have added several new special rooms, i have also almost finished adding potions :P
Title: Re: RogueLegends
Post by: getter77 on December 24, 2012, 02:41:34 AM
No problem, and well done on the latest gains.   8)
Title: Re: RogueLegends
Post by: Untrustedlife on January 24, 2013, 06:40:04 PM
Hey guys, Some greatness about the game for you, the music will be in by Saturday (most likely)  :D also, again i got distracted but i will start working on this hardcore again, i hope you are all still interested. Ill be finishing up some thing tonight (no spoilers) and maybe will release a stable game by sunday , thanks for your patience :D
Title: Re: RogueLegends
Post by: getter77 on January 25, 2013, 03:30:39 AM
Always a good time for a promising project.   8)
Title: Re: RogueLegends
Post by: Untrustedlife on January 25, 2013, 02:09:19 PM
Always a good time for a promising project.   8)

Thanks, i was worried everyone will had lost interest.

last night and the night before i was implementing a new feature.
In order to implement the newest feature i had to work at my code a LONG time. (what i added caused errors) but i fixed every single one of them.

I also played up to dlevel 17 on the main dungeon, it was challenging and fun (which means its perfect) ( i couldnt finish it because I had school tomorrow) One thing you might not know (and this feature has been in since the first month i was developing this), the dungeon becomes more and more complicated the deeper you go, at dungeon level 1 it can sometimes have only 3 rooms (crazy huh) but by level 25, the dungeon is basically an underground labyrinthine city.

im not sure how a non-werewolf could fare in this situation. But i hope to see (as when i played it last night i became a werewolf at about dlevel 13).


Before i release i might add a vampire tag (not sure yet though)

what do you think?
Title: Re: RogueLegends
Post by: getter77 on January 25, 2013, 04:45:17 PM
A strong first release, to a sensible degree, is always a good idea----satisfaction with that snapshot in time as well as yourself having tried a variety of playstyles successfully beforehand would contribute nicely to the end result I'd think.

Interest in the Roguelike scene is a fluid thing at a certain point---generally for most projects it flares up in proportion to the size and frequency of releases, groups that latch onto it such as Bay12 folks, and generally waxes and wanes from there outside of hitting it relatively "big" and getting a nice community going that keeps at it in the middle and throughout.

So, don't lose heart, take it in stride, and keep at the fine work ever chasing that growing audience of players.   :)
Title: Re: RogueLegends
Post by: Untrustedlife on January 29, 2013, 04:33:48 AM
 ;)

(http://i1283.photobucket.com/albums/a557/untrustedlife/screenshot101_zps2392ee9c.png)

I added stacking , colored inventory, potions, potion identification, a better dungeon enemy propagating script (now based on the number of hallways instead of the old formula), Special skill leveling up and special XP's (roguishness,perception,smoothness etc.)  A better way of checking your current effects ( poisoning,  lycanthropy diseases etc.), i also polished up the UI majorly, i am going to add inventory sorting next  (p to view potions etc.) very very productive weekend and Monday ( i also added more, but you will have to wait till i release it to see those (dont worry if all goes right the specially made soundtrack will be finished by my composer (Alan Buxbaum) in one weak (he got busy so we had to push it up a week, sorry) (after which i will release ALPHA) YEA :P
Title: Re: RogueLegends
Post by: Untrustedlife on January 29, 2013, 02:07:06 PM
Would you guys be ok with me releasing it without the music at first (maybe put in some filler music until Alan is done with the music?
Title: Re: RogueLegends
Post by: getter77 on January 30, 2013, 01:31:44 PM
You could I suppose, but since it is on the way already, I'd think it a good idea to use that extra time to polish and test things further just in case there are some tricky surprises lurking.
Title: Re: RogueLegends
Post by: Untrustedlife on February 06, 2013, 04:26:19 PM
The music still isnt done and im mad, i dont want to release until i have the music.  >:(

I have gotten the full realm system finished  ( i wasnt going to finish it until after i released alpha)

and now one can locate rat warrens and caves and things of that nature in the dungeon/world (each rat-warren and cave will be unique due to my system and can all have multiple levels of their own) I can easily add a 'realm' now at my will without any extra programming) (before i had to due special things for realms now its as easy as placing an instance of realm enterance and choosing the type (or even randomizing it). And it can automatically create a compeltely new 25 level dungeon/cave/location

In other news I have started a new scifi project (More details on that to come)
Title: Re: RogueLegends
Post by: getter77 on February 07, 2013, 12:38:03 AM
Sounds spiffy on all counts, and all good things in time on the music front.   :D
Title: Re: RogueLegends
Post by: Untrustedlife on February 12, 2013, 04:40:06 PM
Well, i am going to stop saying 'Oh it will be released soon', it will be releaseed when i want it to be. It seems something always happens that makes it difficult. So you will see it when im done. No extra information. sorry.  :-\

Well i might be starting a new post for my sci-fi project soon. (it is my backup for when i am done with Roguelegends. I have some pretty intense goals for it.

One question.. is there any really good tried and true way to simulate the passage of time realistically? Or do i have to go with my own system.
Title: Re: RogueLegends
Post by: Untrustedlife on February 16, 2013, 04:50:34 AM
I  figured out the time thing, and im sorry for how snappy that last post was, i didn't mean to seem mad or impolite. In other news.. i still don't have the music (BLAST it..) but i will have my friend who is a great artist design a better title screen for my game. Im kind of running out of steam, any tips in keeping focused on a project?


Next bit:
I have added the ability to enter and leave the planets and temperature and stuff like that to my sci-fi roguelike.
Title: Re: RogueLegends
Post by: getter77 on February 16, 2013, 12:52:17 PM
No worries, try to just handle things in order one at a time and bear in mind that you are nearly there to a significant milestone of a first public release---any number of good things you'd not guess ahead of time can result from having an active playerbase.
Title: Re: RogueLegends
Post by: Nymphaea on February 16, 2013, 01:44:30 PM
Im kind of running out of steam, any tips in keeping focused on a project?
Drop whatever is boring you for the moment, and add new content that you would find fun(new type of area/world with new generator, new boss/enemies, new skills, etc)
Title: Re: RogueLegends
Post by: Untrustedlife on February 25, 2013, 02:43:57 AM
Good News: The rough-draft of the music is completed and Alan has sent it to me, i instantly put it in the game and was happy with the results.
Also, new title screen which utilizes art made by my friend Greg, And it randomly chooses a picture every startup :P and a few bugfixes and i temporarily removed skill choosing from the starter menu because i need to work on it more.. Made the generator faster as-well and made cosmetic changes to caves, much more cave-looking now EVEN IN ASCII. I also added a few other things i don't remember.

-
Next up on my now completely defunct and unused to-do list more potion variety and death variety from potions . You now can worry about more then just the potion of instant death YIPPEE.
You know Its been over five months since i started this project .. wow..
Title: Re: RogueLegends
Post by: Untrustedlife on March 02, 2013, 02:51:41 PM
Im sorry for keeping you guys waiting. I have no idea why this game is taking so much time, i guess i got busy because of school.After i discuss the future of this game with my friend Greg Benzshawel who is interested in making a tileset. I will either release as-is and keep updating it anyway or i will wait for a tileset to be finished and release then. I'm a very busy person Work,School,Friends,Family, etc. So i am extremely sorry for taking so long to work on it basically its finished.. it just needs more variety.

To keep your interest up here the death screen of an average adventurer

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps50329f49.png?t=1362236936)
Title: Re: RogueLegends
Post by: getter77 on March 02, 2013, 05:24:38 PM
Pretty good, if possible the game being able to keep track of more information, character achievements/feats, etc to add some depth to the kill sheet would be nifty---the spirit of the old YASD reports and all that.
Title: Re: RogueLegends
Post by: Untrustedlife on March 06, 2013, 04:24:09 PM
Great idea, Getter. I shall commence work on that at some point.

Added a new special room to the dungeons,strongholds, and catacombs.
(NO DETAILS!)

And a new rough draft of the music has come in, still havnt had the chance to talk with Greg.... I need him to do some testing shenagins.
Title: Re: RogueLegends
Post by: Untrustedlife on March 07, 2013, 03:34:58 AM
How about another screenshot?

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zpsae9be441.png?t=1362627106)

Cave exploration...so much redrock...


2 blood covered Hell bears a bat and one unlucky adventurer

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zpscca5b9ae.png?t=1362627540)

Story Time:
There was once an adventurer, nicknamed lazy, he found a cave near town, and was all hazy.. then he got mauled by 2 hell bears and a bat, the end.

(http://i1283.photobucket.com/albums/a557/untrustedlife/Capture_zps0c1c03fa.png?t=1362628036)
This is the adventurer i created right after the first one.

Story Time: There once was an adventurer, he wanted glory and fame, he followed a path, and was maimed.
Title: Re: RogueLegends
Post by: Legend on March 17, 2013, 05:00:52 PM
Quote
One question.. is there any really good tried and true way to simulate the passage of time realistically? Or do i have to go with my own system.

Don't know if this helps or if it's what you mean, but I thought DoomRL handled time pretty well. As far as I know it has the most detailed, usage of time passing in a RL

Can't wait to try this btw..
Title: Re: RogueLegends
Post by: Untrustedlife on March 18, 2013, 01:36:47 PM
Thank you for the reply, however i figured out a way of doing that months ago . I used the system from dwarf fortress. What you do is you have a speed for each creature, when one takes a turn you tick down their turns based on the other. (in this case the player starts with a speed of 1.5 so a creature with a speed of 3 can take two turns when i take one turn if you ever land on a non-whole number (a number less then one but more then 0 you turn that into a percent and make it so they have that percent (10% or what ever) and make it a percent chance.

So if a player has a speed of 1 and the enemy has a speed of 1.5

When the player takes their turn the enemy will take one turn and then, there is a 50% chance they will take a second turn.

It is all very clever.

And thank you for your interest, im sorry im not very reliable when it comes to release dates but when i do release i am sure you will love it.  ;)
Title: Re: RogueLegends
Post by: Legend on March 18, 2013, 02:55:59 PM
Do you intend to or already have fullscreen support?
Title: Re: RogueLegends
Post by: Vanguard on April 04, 2013, 07:40:23 AM
Is there a way to try the game at this point?
Title: Re: RogueLegends
Post by: Chex Warrior on April 04, 2013, 04:39:49 PM
For some reason the idea of fighting hell bears sends chills down my spine. Also, ditto to what Vanguard said.
Title: Re: RogueLegends
Post by: Untrustedlife on May 21, 2013, 01:26:22 PM
I plan to pick back up on working on this expect an update soon.
Title: Re: RogueLegends
Post by: Zireael on May 06, 2014, 06:05:39 PM
Is this still being worked on?