Temple of The Roguelike Forums

Game Discussion => 7DRLs => Topic started by: Vanguard on April 08, 2014, 12:00:41 AM

Title: TraumaRL
Post by: Vanguard on April 08, 2014, 12:00:41 AM
This game is sick.  It's a metroidvania roguelike based on FlatlineRL, Flend's 2013 7drl entry.

Check it out! (http://flend.net/)
Title: Re: TraumaRL
Post by: flend on April 18, 2014, 09:49:54 AM
I have just uploaded v1.04 which fixes the cunning bug that Vanguard experienced where you fight through the entire station, enter the escape pods, go to press the launch button ... and find an impenetrable wall between you and it :)

I'm also working on a post-7DRL version focusing on improved variation of combat & balancing which I hope to release in a couple of weeks. However, that might be paused since I need to throw together a talk for this year's IRDC about the graph algorithms and heuristics used to build the game.

http://flend.net/traumarl/index.html

-flend
Title: Re: TraumaRL
Post by: Eben on April 19, 2014, 05:29:20 AM
This game is sick.  It's a metroidvania roguelike based on FlatlineRL, Flend's 2013 7drl entry.

Check it out! (http://flend.net/)

metroidvania? how?
Title: Re: TraumaRL
Post by: Vanguard on April 19, 2014, 08:17:52 AM
metroidvania? how?

The whole game takes place in an interconnected nonlinear spaceship.  As you explore you find weapons and upgrades that give you abilities like super speed and invisibility.  Scattered throughout the game are keys that let you access new areas and there's at least one point where you need to bring a powerup from one area into another area to succeed.
Title: Re: TraumaRL
Post by: Eben on April 19, 2014, 12:50:02 PM
metroidvania? how?

The whole game takes place in an interconnected nonlinear spaceship.  As you explore you find weapons and upgrades that give you abilities like super speed and invisibility.  Scattered throughout the game are keys that let you access new areas and there's at least one point where you need to bring a powerup from one area into another area to succeed.

Huh. I thought lacking real time and platforming (especially vertical platforming) made a game not metroidvania.
Title: Re: TraumaRL
Post by: jim on April 19, 2014, 04:12:39 PM
Heh, you might want to check out Castlevania, or Metroid. :)
Title: Re: TraumaRL
Post by: Eben on April 19, 2014, 09:22:22 PM
Heh, you might want to check out Castlevania, or Metroid. :)

Castlevania and Metroid aren't real time platformer games with a lot of verticality? Or is there some joke going on that I'm not in on?
Title: Re: TraumaRL
Post by: Vanguard on April 20, 2014, 06:08:01 AM
The joke is that all anyone does around here is argue about definitions
Title: Re: TraumaRL
Post by: flend on April 20, 2014, 12:19:43 PM
Let me ask a game-themed question then. Are the later levels too big? I think, yes.

-flend
Title: Re: TraumaRL
Post by: jim on April 22, 2014, 05:51:59 PM
I might want to try reading more carefully.
Title: Re: TraumaRL
Post by: Vanguard on April 22, 2014, 06:10:32 PM
I have just uploaded v1.04 which fixes the cunning bug that Vanguard experienced where you fight through the entire station, enter the escape pods, go to press the launch button ... and find an impenetrable wall between you and it :)

That was a pretty good troll.
Title: Re: TraumaRL
Post by: Vanguard on April 22, 2014, 06:34:31 PM
flend........

(http://i.imgur.com/3dYPxka.png)

e:

The zip folder says v104, but the game's title screen says V1.0.  Could you have uploaded the wrong version?
Title: Re: TraumaRL
Post by: flend on April 26, 2014, 09:14:04 PM
Vanguard, appreciate your enthusiasm for finding broken edge cases. I'll take a look. I think the correct version is up there, this might be another case where I do carry out a connectivity check but I fail to populate the connectivity checker with stuff already in the room.

-flend
Title: Re: TraumaRL
Post by: flend on April 27, 2014, 09:57:11 PM
I had a look but I couldn't figure out how this could happen after my fix. I'm about half way through a check before the game starts which confirms all items & features are routable from an elevator and respins the map gen if it fails. I'll see if I can finish it on the train tomorrow.

-flend
Title: Re: TraumaRL
Post by: Samildanach on June 02, 2014, 01:09:10 PM
This is one of the 2014 7DRLs I'm still playing. Really well made game.
Title: Re: TraumaRL
Post by: Z on October 24, 2014, 09:43:39 PM
A very good game indeed.

I think the reactor (I mean the tile in the Reactor level which says something, not completely sure whether it is required to win) was generated in an unreachable location in one of my games.

Also sometimes a keycard to the vault is generated in the escape pod room. Technically, you can eventually open the vault in this case, but in practice, no. So it seems like a weird special case for the graph-based generation algorithm...