Temple of The Roguelike Forums

Game Discussion => Early Dev => Topic started by: SomeGuy on December 20, 2012, 05:12:28 PM

Title: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B5
Post by: SomeGuy on December 20, 2012, 05:12:28 PM
(http://1.bp.blogspot.com/-Rn5mt7R499U/UNMbIrVB-OI/AAAAAAAAADY/QjHb1MqUPHw/s400/logoWeb.png)

WITCHAVEN THE ROGUELIKE.

LAST VERSION RELEASED = 0.9 BETA 5
~~~WARNING: SAVEGAMES PRIOR TO BETA 5 ARE INCOMPATIBLE WITH BETA 5 AND WILL CRASH THE GAME~~~

Access download page with changelog, and news here:

http://asciirealm.blogspot.com.es (http://asciirealm.blogspot.com.es)



Direct link to download files:

https://www.box.com/s/7ek816g8n7jsywcxja2e (https://www.box.com/s/7ek816g8n7jsywcxja2e)


Please, let the bug reports and feature request to flow.
Remember that it is still a beta version and some features are still unimplemented, although the game is 100% playable, you can win the game... or die ^_^
Title: Re: Witchaven the Roguelike
Post by: getter77 on December 20, 2012, 09:29:08 PM
Looks promising with a good array of initial development targets---keep at the fine work and best of luck making this happen!   8)
Title: Re: Witchaven the Roguelike
Post by: Legend on December 21, 2012, 01:26:39 AM
Having problems trying to download. I get a file not found page when I try to download the zipped package.

Are there windows binaries? Or plan on it?
Title: Re: Witchaven the Roguelike
Post by: SomeGuy on December 21, 2012, 09:29:00 AM
Looks promising with a good array of initial development targets---keep at the fine work and best of luck making this happen!   8)

Actually, I got a growing list if things to do.

Also I have some improvements that are quite interesting.


Having problems trying to download. I get a file not found page when I try to download the zipped package.

Are there windows binaries? Or plan on it?

Yes, other people already complained about downloading problems.
I have provided new links to 2shared.com that should give no problems.

Win binaries are planned, but you can play already in Windows with the .love files provided.
Actually I'm a penguin user, so I need to find a way to build the win binaries. I read somewhere that I can use dosbox/dosemu to do this, but I was a bit busy to try it.

You only need to download "LÖVE engine" (https://love2d.org/), then download the zipped .love file (http://www.2shared.com/file/DKljiwOH/wirl_love_09b1.html), then install LÖVE, that is damn easy (only click 'continue button') and finally, double click on the wirl.love file to enjoy.

In addition, the .love file is in fact a .zip file so you can open and edit it as you please.
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: SomeGuy on December 23, 2012, 10:27:50 AM
NEW VERSION RELEASED.

See first post for links. (http://roguetemple.com/forums/index.php?topic=2873.msg23819#msg23819)

IMPORTANT: WINDOWS USERS MAY ENJOY NOW A STANDALONE 32BIT EXECUTABLE. JUST DOWNLOAD AND PLAY.


Full changelog dump for 0.9BETA2:

Code: [Select]
[Changes]
- Moved potion keys from numeric keyboard to Alt+Number
- ^Q doesn't remove your possible suspended game files.
- Removed the health recovery every 10 turns.
- Slightly reduced monsters damage
- Slightly increased corpses appearance
- Slightly increased item appearance during map generation
- Increased experience gains due to killings and gold pick ups
- Disabled "Save game" options ( Ctrl+S )
- Changed monster stats, now growing with depth level
- Changed key handling method from love.update+sleep to love.keypress+setKeyRepeat

[Additions]
- Added "load suspended game" when game starts (read next, please)
- Added launch flag: -n or --new. It starts a new game instead loading suspended game.
- Added GUI tips overly when start a new game
- Added Armors
- Added Poison, Invisibility and "Über-strength" status (read next please)
- Added Invisibility, Strength and Antidote potions
- Added interactive decorations.
- Created 5 different traps: needle, lance, pitfall, poison gas and boulderfall
- Added "search trap" command (key binding [ s ] )
- Added "switch color mode" trigger (key binding [ ^c ] ), switches from color to black and white

[Bugfixes]
- Fixed bug with scrolls BSOD'ing the app when dropped from corpses
- Fixed bug with some floor items descriptions do not showing the closing bracket
- Fixed some misspellings and some twekings to in-game help commands text
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: getter77 on December 23, 2012, 12:45:34 PM
Nice work on reckoning that windows binary and all else so promptly!  If this pace even remotely holds up---this project will definitely get somewhere in a jiffy.   8)
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: SomeGuy on December 23, 2012, 02:19:14 PM
Nice work on reckoning that windows binary and all else so promptly!  If this pace even remotely holds up---this project will definitely get somewhere in a jiffy.   8)

Yes. Windows exe was something I had planned even before releasing the first beta, but the problem was that I only use Linux, and creating the Windows exes was impossible... but I literally dreamed two nights ago  with DoSBox and "compiling" the windows exe on my Linux. Just upon waking up in the morning that was the first thing I tried.. and it worked!!! ^_^
Also I have planned a Linux 32bit standalone, without the need of downloading extra libraries. But this may get longer to do, I think, mostly because of libraries compatibility problems and such.


Also, the ToDo list is really huge, and there are many important things I'm going to complete for the next BETA, such as finishing magic system and ranged attacks.
Also I have added a "switch game resolution" in-game trigger, allowing to set game resolution to 640x480, 800x600 and 1024x768. Basically because someone told me he was trying to play the game on a TV with lower resolution. This is just matter of changing fonts size and spacing. Only a pair of lines will be enough.
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: SomeGuy on December 25, 2012, 07:15:41 PM
NEW VERSION RELEASED (0.9BETA3)

See first post for links. (http://roguetemple.com/forums/index.php?topic=2873.msg23819#msg23819)


Full changelog dump for 0.9BETA3:

Code: [Select]
[Changes]
- Slightly changed map description algorithm, to avoid unwanted ")" at the end of the description
- Reviewed/rebalanced looting corpse drop chances.
- Reviewed/rebalanced items generated during map generation process
- Reduced Black & White color mode walls' brightness.

[Additions]
- Added Teleporting Pentagram: to exit level you will need to find the teleporting pentagram first
- Added third color mode: Random color
- Added "animated" pools of water and pools of lava.
- Added Bow ranged attack. The player can use now the bow as a ranged weapon
- Added ranged enemies.
- Added random arrows drop. When the player or enemy shoots an arrow, there is a small chance
  that the arrow drops to floor instead of break and dissapear.
- Added Fireball, Magic Arrow and Night Vision spells.
- Added some more dialogue personalities

[Bugfixes]
- Fixed bug with launch arguments not working on Linux binary or Windows EXE versions.
- Fixed bug with monsters appearing under the player when generating the map
- Fixed bug with gold coins description making the game to crash
- Slightly fixed monster pathfinding. Now they shouldn't get stuck in place much.
- Fixed some misspellings
- Fixed bug with GUi showing incorrect number of arrows left
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: getter77 on December 25, 2012, 08:03:11 PM
Congrats, I wonder how many releases you can power out by New Year's?   8)
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: SomeGuy on December 27, 2012, 10:31:19 AM
Congrats, I wonder how many releases you can power out by New Year's?   8)

Maybe one more.
And mostly for bugfixing.
Title: Re: Witchaven the Roguelike (check post #1 for details)
Post by: SomeGuy on December 31, 2012, 04:21:26 PM
Merry Christmas!!!

and...

NEW VERSION RELEASED (0.9BETA 4)

just the last day of the year!!!!

See first post for links and stuff (http://roguetemple.com/forums/index.php?topic=2873.msg23819#msg23819)


Full changelog dump for 0.9BETA4:

Code: [Select]
[Changes]
- Changed/Rebalanced Arrows, Fireball and Magic Arrow spells.
- Changed/Rebalanced ranged enemies damage
- Broken weapons can be wielded, although the player will fight bare handed. This gives the option to repair them with
  Fire Braziers or Jewels of Eternity.

[Additions]
- Added throwing Pike Axes
- Added Enchanting Shrines
- Added Nuke Spell
- Added random ambience quotes
- Added more info to the README file
- Added Magic Jewels

[Bugfixes]
- Fixed bug with weapons durability falling below zero when walking on boulderfall traps
- Fixed serious bug with player projectiles (arrows and spells) do not hitting enemies
  in certain situations.
- Fixed bug with GUI showing incorrect number of pike axes left
- Fixed serious bug preventing game to be won
- Fixed bug with Color mode message, showing an incorrect name for the selected color mode
- Fixed bug with H key not moving the character to the left (Thanks to Saegor at LÖVE forums for bug report)
- Removed some obsolete info from in-game help screen
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: getter77 on December 31, 2012, 04:46:31 PM
Well done---yet another nice release to cap out the year.  Here's to a hopeful progress packed 2013 for Witchaven the Roguelike.    8)
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: tootboot on January 03, 2013, 07:22:18 AM
Why would you make a roguelike out of Witchaven of all games?
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: SomeGuy on January 04, 2013, 02:17:05 PM
Why would you make a roguelike out of Witchaven of all games?

Could you please re-elaborate your question? I think it is hard to really understand it well.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: getter77 on January 04, 2013, 08:21:50 PM
I think it just comes down to obscurity----even I would've thought something like this would only wind up happening over on Chaosforge, but it is great to see new life being fashioned out of something that could've gone differently had the commercial and dev realities of back then played out rather differently.   Part of me would love to see a grand multi-verse mishmash Roguelike of pretty well all the classic and underground FPS games from back in the day as there was quite a bit beyond Doom, Duke, and Hexen that slipped through the cracks.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: SomeGuy on January 05, 2013, 09:11:28 AM
I think it just comes down to obscurity----even I would've thought something like this would only wind up happening over on Chaosforge, but it is great to see new life being fashioned out of something that could've gone differently had the commercial and dev realities of back then played out rather differently.   Part of me would love to see a grand multi-verse mishmash Roguelike of pretty well all the classic and underground FPS games from back in the day as there was quite a bit beyond Doom, Duke, and Hexen that slipped through the cracks.

ROFLOLMAO


So basically, summarizing all that text in 12 words plus an exclamation mark?


And since you named it, I think I never saw a HexenRL or HereticRL before. I love those games, more Hexen than Heretic, and it would be nice to have someone to develop such Roguelike.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: getter77 on January 05, 2013, 01:27:43 PM
Um...."Because WitchavenRL, with an unusual FPS backdrop, could be adapted with style!"

Heh, hence the Chaosforge mention as awhile back there was work being done on a HereticRL module---not sure of the current status of it, but still!  I also harassed/suggested/begged at the time for it to merge in Hexen stuff as well, since I'm of the same preference.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: SomeGuy on January 06, 2013, 12:13:25 PM
[...]

 I also harassed/suggested/begged at the time for it to merge in Hexen stuff as well, since I'm of the same preference.

I'm not talking about any specific FPS game, but I think that the final boss in your next RL should be named Korax.
Also three character classes, warrior, mage and cleric, would fit well.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: getter77 on January 06, 2013, 12:42:16 PM
Ha, time'll tell.  Meanwhile, here's the old topic for the former...which looks like it has been on hiatus for awhile but would probably still work with an older version of DoomRL from when it was started.   http://forum.chaosforge.org/index.php/topic,4494.0.html
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: SomeGuy on January 07, 2013, 04:38:45 PM
No, it's not a new release. Next release will have a HUGE list of additions but I will need some more time to finish and tweak everything.


The point of this post is that I have been receiving some private messages (actuall 3) in this forum and other forum about corpses left by killed enemies.

The README file says that corpses may be looted to obtain various items. Some people have been asking me how to loot them. To do that, you may press the key [,] that is the same key for Pick Up. Basically you pick up the item left in the corpse. Using [a] will not apply the corpse since you can't find a way to apply it, but rather to loot or pick up something from it.

Fire braziers, barrels, enchanting shrines and stairs can be [a]pplied since you need to use them in any way with your own hands without the need to pick up and hold them in your backpack.


Also, arrows and teleporting pentagrams must be picked up, not applied. Some people could think that you may apply the arrow to the bow, but in fact, you just pick up it to place in your quiver. And the teleporting pentagram requres that you pick up it so you can demonstrate that you are worthy of going deeper, but you really no need to apply it in any way.

Other scenery elements like guillotine and impaled corpses are just decorative and you can't interact with them at all, other than 'observing' them.


About Magic Shards, that are briefly explained in the README, they can be picked up and then used into a weapon to increase its proficiency.
Once you pick up a Shard (using [,] key) you must select the weapon you want to enhance. Then pressing the appropiate key binding (^p, ^i or ^e) you will immediately apply the shard to the selected weapon. For example, if you see a Shard of Power, move your character over it and to pick it up. Then select a weapon to enhance and finally press ^p to use the Shard of [^P]ower.
The same applies to the other two shards ( L[^i]fe and [^E]ternity )

Additionally, you can press ^h for keybindings help and ^u for GUI tips.



I hope everything is now clear but if any other doubt, please post it in the forum rather than sending me a private message since anyone else can have the same doubt.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B5
Post by: SomeGuy on January 09, 2013, 04:23:50 PM
NEW VERSION RELEASED (0.9BETA 5)

See first post for links and stuff (http://roguetemple.com/forums/index.php?topic=2873.msg23819#msg23819)

IF YOU HAVE SAVEGAMES FROM PREVIOUS VERSIONS, THE GAME WILL CRASH THE FIRST TIME YOU LAUNCH IT


Full changelog dump for 0.9BETA5:

Code: [Select]
[Changes]
- Changed Night Vision spell: it now shows monsters on map instead of increasing viewing distance
- Change the obsolete table.getn() for length operator # (thanks to bartbes at LÖVE forums for tip)
- Increased starting weapons durability: random(80,100)%
- Changed Firebraziers chances: success = 30%, unsuccessful = 25%, burn = 45%
- Increased armors chance to lose durability by 5%
- Rebalanced item spawn chances
- Changed random item generation algorithm from multiple algorithms to a single one
- Some minor code tweakings
- Changed items spawning chance during map generation
- Rewrote ranged weapons keybinding behavior: press [t] to throw Bow or Pikaxe, whatever is selected
- Changed player weapons damage formula, adding now the player level
- Rewrote bloody remains spawning algorithm
- Some other minor code cleanups

[Additions]
- Added Scare Spell
- Added Freeze Spell
- Added more morgue dead quotes
- Added dual wield
- Added a small chance that a random enemy spawn during gameplay
- Added Ank
- Added Amulet of the Mist
- Added Shadow Amulet
- Added Crystal Staff
- Added Helmet
- Added Horn
- Added Treasure Chests
- Added auto-identification weapons: unidentified weapons get identified when using them for some time (a.l.a. BRogue)
- Added more info to README and fixed some misspellings
- Added [g] as key binding for pick up items in addition to [,]
- Added player bloody remains: when player gets hit, there is a chance to spawn bloody remains

[Bugfixes]
- Fixed bug where picking a Pike Axe weapon didn't increased the throwing pikeaxes.
- Fixed bug with player health falling below zero
- Fixed bug with items spawned by barrels crashing the game
- Fixed bug with items spawned by corpses crashing the game
- Fixed bug with lava pools, where player was only receiving damage when moving over them. Now receives damage when a turn passes


Enjoy.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B5
Post by: getter77 on January 09, 2013, 04:34:54 PM
Congrats on yet another meaty Beta release to move things forward.   8)
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: tootboot on January 11, 2013, 11:46:46 PM
Could you please re-elaborate your question? I think it is hard to really understand it well.

I just meant not a lot of people even remember the original Witchaven game.  I understand making roguelikes out of XCOM and Doom because those were well known and well-loved titles.
Title: Re: Witchaven the Roguelike (check post #1 for details) Last Ver. .9B4
Post by: SomeGuy on January 17, 2013, 05:50:59 PM
Could you please re-elaborate your question? I think it is hard to really understand it well.

I just meant not a lot of people even remember the original Witchaven game.  I understand making roguelikes out of XCOM and Doom because those were well known and well-loved titles.

... and now more people knows Witchaven thanks to me. Isn't this great? ^_^