Temple of The Roguelike Forums
Development => Challenges => Topic started by: Slash on March 14, 2013, 12:39:45 PM
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Hello people!
I'm looking for people to help me test the 7DRL version of Rodney.
You can find it at http://slashware.net/rodney
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I tried playing it.
I don't like that you can't see what the skill you're choosing at the beginning does before actually choosing it.
It seems my 9 in numpad doesn't work, it just says that i stand alert, while the other keys make me move.
Also, I'm not capable of using alt+62 to get down stairs, and in my keyboard it's the only way i can do >.
And finally, there are items but i can't find the key to pick them up.
Besides that, i started the level, killed everything an couldn't go down. No story? nothing? :P
I did see that sometimes monsters wouldn't surround each other and decide to stay behind others, while they could move and attack me.
This are the things I noticed. Maybe you're already planing to change them, but I don't know.
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Thank you!
We are still in development of course, but all feedback is welcome.
Adding the skill descriptions to the selection menu is planned already.
Use spacebar to pick up, use and go downstairs.
I'll also enhance the monster AI to prevent them from just lining up.
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I tried it and also got confused by the controls. Not all keys on the keypad worked, and I didn't figure out how to pick up items. I stood alert a lot. And it wasn't clear whether it was accepting keypresses way too fast, or it was just keys not working as expected.
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After reading the above, I started a game but found the lag frustrating.
While I normally hate equipment damage, this seems like a good implementation; lots of stuff, but it doesn't last long.
Good progress; looking forward to the next version.
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Yeah, the game will feature a single action key model (Spacebar)
I'll check into the lag, what browser are you using?
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Firefox v19.0.2.48.14 on a Windows 7 laptop, with a dual core 2.2 GHz processor.
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I've now reached level 6, it seems interesting, although weapons seem to be degraded all at once, after my first dagger degraded all the daggers had 1D0 as damage.
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Saw some items spawn in the walls on D3.
Right now the durability of weapons/armor isn't very meaningful- just requires some annoying inventory management.
Backflip doesn't reset the run counter.
Dropping equipped items doesn't unequip them.
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Thank you,
Just released a new version fixing most of these
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Items sometimes spawn in the walls of the dungeon. I've seen torches and armor there so far.
It's probably my own mistake, but I'm still not sure how to actually use the abilities that you get. I feel like there is a menu somewhere but I can't find it.
Overall, I really like that it's an actual oldschool roguelike. I like more experimental roguelikes, but there are so many of them now that sometimes I just want to get back to basics, ascii graphics and all.
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There are no menus, all actions are triggered just by moving as described on the examples.
I'll look into fixing the items in walls bug.
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Hey Slashie. Yeah I got the items in walls bug too.
Nice game. I'm a bit of a button masher, so the simplified interface is awesome.
If you mash too fast you can run into a wall tile, cohabitate with the wall. You can back right back out though. So not game breaking.
Keep up the good work buddy.
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Apparently in the first floor it seems to have bugged map generation, as it just generated a big empty room with walls around it.
I don't know about the others as i didn't find a stair.
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The first world is the dungeon lobby, where adventures can bump into each other before diving into the dungeon :P
LAST HOURS! I really need you people to help me playtest the weapon stats! I've just released a new version http://slashware.net/rodney/
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The only thing i have to say it's that around depth 14 or 15 items appear on walls again, and sometimes somehow i seem to get on walls
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Thank you all, finally released!
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Let me know if there's another one like this and count me in already. :)