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Game Discussion => Early Dev => Topic started by: jere on April 22, 2015, 11:38:43 AM

Title: Golden Krone Hotel
Post by: jere on April 22, 2015, 11:38:43 AM
Hello, my precious @s.

Golden Krone Hotel is a roguelike about switching between human and vampire forms (analogous to mage and brawler classes), killing vampires with sunlight, and sneaking around by manipulating torches. You can play the game in your browser here (http://humbit.com/gkh/).

The game started as a 7DRL, but is now on Steam Greenlight and you could make my fricking day by voting for it right now (http://steamcommunity.com/sharedfiles/filedetails/?id=428549630). I'm not just throwing it out there as is. I have a lot planned: content, polish, and trying to make the gameplay more deep.

One of the main things is making the game simply look better by adding a 2.5D effect. I made a short post (http://www.reddit.com/r/roguelikedev/comments/32yhsu/sharing_saturday_46/cqgksia?context=3) in /r/roguelikedev about this change and overcoming the resulting performance issues. Here's the new look:

(http://i.imgur.com/UIssNo6.png)

I've already added fog of war and increased the number of visible tiles. And here's an overview of some other things I'm thinking about:


Let me know your ideas. To be perfectly honest, I'll be valuing what I see here a little more than the ideas that pop on Steam.
Title: Re: Golden Krone Hotel
Post by: jere on May 24, 2015, 02:48:14 PM
I've made a new trailer. https://youtu.be/_X8yQiEU2Bo

It shows off several elements of the latest graphical tweaks. Also, it's got a much better music and production quality (I'd like to believe) than the original and voice overs too.
Title: Re: Golden Krone Hotel
Post by: jere on September 21, 2015, 06:45:41 PM
v0.2.0 released (http://jere.itch.io/golden-krone-hotel-super-secret-alpha?secret=YR0TbJhUShZ4Kyr7lTjWgZfY2Do) as part of ARRP. Changelog:
Title: Re: Golden Krone Hotel
Post by: Avagart on September 21, 2015, 08:00:36 PM
Ouh, you made standalone build? IIRC 7DRL release was available to play via browser only?
So, I tried your game and I like it. Very good coffebreak (?) with simple but interesting mechanics - first thoughts after three runs.
Title: Re: Golden Krone Hotel
Post by: jere on September 21, 2015, 09:06:40 PM
Thank you!

Re: the standalone thing. Well yea, it's a browser game, but I am offering (and did offer at 7drl) downloads of the game... which still requires a browser locally. My goal is to use a tool called nw.js to make true standalones. I think it'll work, but I am running into some stumbling blocks.

Coffeebreak? Sure. I'm shooting for about ~1-2 hours playtime and definitely aiming for streamlined, pick up and play style.
Title: Re: Golden Krone Hotel
Post by: akeley on September 21, 2015, 09:25:40 PM
I just tried to run it in Firefox, with poor results - sometimes it hangs on "loading" and when it doesn`t there are gfx glitches (though game is playable). I hope Google Chrome is not really a requirement?
Title: Re: Golden Krone Hotel
Post by: jere on September 21, 2015, 10:58:14 PM
For now, Chrome is a requirement, but as soon as I can get nw.js figured out, I should be able to support Windows/Mac/Linux. I was working on that this weekend and having some bizarre issues (permissions issues on Mac for one).

What's your OS? Linux I presume? I'd love to have people help me test this part. I've got a Ubuntu VM but that's it.
Title: Re: Golden Krone Hotel
Post by: akeley on September 22, 2015, 08:16:49 PM
Nah, I`m on Win XP/8.1

Having your game playable in only one browser is pretty limiting - especially if you`re trying to Greenlit.... Hope you can make this pesky node biznizz behaving nicely soon...game looks interesting (like the sunlight and general vibe but didn`t play much).
Title: Re: Golden Krone Hotel
Post by: jere on September 22, 2015, 08:22:40 PM
Let me try to get some standalones up on itch tonight. The win64 one seems to be working fine and I think I got the Mac/Linux issues sorted (had to just chmod some stuff..... why the tool I'm using could do that, I have no idea).

You actually can't release browser based games on Steam. They have to be standalones, so yea that was part of the plan.
Title: Re: Golden Krone Hotel
Post by: jere on September 23, 2015, 01:35:36 AM
OK. I've got some builds here:

Windows 32 bit: https://www.dropbox.com/s/133s5ofix3oxmp3/gkh-v0.2.0-windows-x32.zip?dl=0

Windows 64 bit: https://www.dropbox.com/s/wibvx6lovbg7jyq/gkh-v0.2.0-windows-x64.zip?dl=0

Linux 64 bit: https://www.dropbox.com/s/9w24uwnx4aqkkzq/gkh-v0.2.0-linux-x64.zip?dl=0

They're working for me, but please let me know if you run into any issues! Still working on the performance (I take a hit when going from web to standalone).


I've confirmed a bug with hanging on the 'loading' screen after dying and returning to the main menu. Working on it...
Title: Re: Golden Krone Hotel
Post by: Avagart on September 23, 2015, 06:00:38 AM
I've confirmed a bug with hanging on the 'loading' screen after dying and returning to the main menu. Working on it...

It's sounds like quite annoying bug, so I'm going to try it more extensive when you fix it ;) But I must say that I'm very glad to see true standalone builds, I didn't expect them in so quickly time ;)
Title: Re: Golden Krone Hotel
Post by: jere on September 26, 2015, 02:56:27 AM
Here you go. I fixed the bug and released all standalones. Please let me know what you think.

Download (http://jere.itch.io/golden-krone-hotel-super-secret-alpha?secret=YR0TbJhUShZ4Kyr7lTjWgZfY2Do)

Sharing Saturday post (https://www.reddit.com/r/roguelikedev/comments/3mddzg/sharing_saturday_69/cvegrwi)
Title: Re: Golden Krone Hotel
Post by: akeley on September 28, 2015, 08:30:09 PM
Just to say the x64 version works fine now...no glitching or loading problems, nice work. Only played briefly so can`t say anything about gameplay yet...

...but why are there beds in middle of long corridors? Hmph :P
Title: Re: Golden Krone Hotel
Post by: Avagart on September 28, 2015, 08:33:42 PM
Good to know; archive downloaded, I will check it in next days.
Title: Re: Golden Krone Hotel
Post by: jere on September 28, 2015, 08:37:43 PM
Quote
...but why are there beds in middle of long corridors? Hmph :P

The answer is laziness. Proper placement of obstacles is on the list. :)
Title: Re: Golden Krone Hotel
Post by: jere on October 10, 2015, 03:11:28 PM
I wrote a blog post about implementing/optimizing the newer graphics: Tightening up the Graphics on Dungeon Floor 3 (http://www.goldenkronehotel.com/wordpress/2015/10/10/tightening-up-the-graphics-on-dungeon-floor-3/)

Not too much in the way of features, but anyway here is the latest build v0.2.2 (http://jere.itch.io/golden-krone-hotel-super-secret-alpha?secret=YR0TbJhUShZ4Kyr7lTjWgZfY2Do).
Title: Re: Golden Krone Hotel
Post by: jere on October 25, 2015, 03:38:41 AM
Made a release for Halloween. Full details here: http://www.goldenkronehotel.com/halloween/
Title: Re: Golden Krone Hotel
Post by: jere on July 02, 2016, 02:18:08 PM
(https://pbs.twimg.com/media/CmAUGAfXIAADVZ0.jpg)

New blog post: Project Update and Conversation Display (http://www.goldenkronehotel.com/wordpress/2016/07/02/project-update-and-conversation-display/)

Maybe I should just dump the full text of blog posts in here like URR does. Hmm.
Title: Re: Golden Krone Hotel
Post by: jere on September 02, 2016, 12:17:49 PM
(http://www.goldenkronehotel.com/wordpress/wp-content/uploads/2016/09/title3.gif)

New blog post: Making a Title Screen (http://www.goldenkronehotel.com/wordpress/2016/09/02/making-a-title-screen/)
Title: Re: Golden Krone Hotel
Post by: Lord_Mork on September 04, 2016, 12:29:17 AM
(http://www.goldenkronehotel.com/wordpress/wp-content/uploads/2016/09/title3.gif)

New blog post: Making a Title Screen (http://www.goldenkronehotel.com/wordpress/2016/09/02/making-a-title-screen/)

You say you don't consider yourself an artist ... but that is some beautiful title art!
Title: Re: Golden Krone Hotel
Post by: jere on September 04, 2016, 12:35:01 AM
 :D Thanks!
Title: Re: Golden Krone Hotel
Post by: Tzan on September 04, 2016, 07:30:57 PM
That's some nice title screen!
Title: Re: Golden Krone Hotel
Post by: jere on October 12, 2016, 03:17:53 AM
After slowly chipping away at the game for nearly two years, I'm proud to announce:

Golden Krone Hotel launches on Steam Early Access on October 25th.

http://store.steampowered.com/app/497800


Let me say that working with a musician is a night and day difference for making a trailer. :)

I've been doing some small scale testing and testers have pointed out a few usability issues that I've fixed. Other than that, I haven't seen many bugs. The game is missing a lot of what will be in the full release, but that's why it's going into EA (it's still totally playable of course).

Also of note is that Rogueliker has just started another small video series: https://youtu.be/SeHouNYnhik
Title: Re: Golden Krone Hotel
Post by: jere on October 14, 2016, 12:30:44 PM
Well, this is super cool. Got a writeup in Rock Paper Shotgun: https://www.rockpapershotgun.com/2016/10/14/golden-krone-hotel-vampire-roguelike/

 8) ;D
Title: Re: Golden Krone Hotel
Post by: jim on October 14, 2016, 04:14:07 PM
Congratulations!
Title: Re: Golden Krone Hotel
Post by: jere on October 18, 2016, 12:41:30 PM
^Thanks!!

Golden Krone Hotel comes out in one week.

Here's a final set of changes that have been pushed (excluding any major bugs that come up in the next few days):


(https://pbs.twimg.com/media/CvDPwydWIAAZeD_.jpg:large)
Title: Re: Golden Krone Hotel
Post by: jere on October 22, 2016, 01:42:21 PM
Game releases in 3 days.

Rogueliker is doing a giveaway of 4 keys.

https://youtu.be/qFGbdQrxKX8
Title: Re: Golden Krone Hotel
Post by: Paul Jeffries on November 06, 2016, 09:38:12 PM
Bought it, played it, loved it!  It's cool seeing how far this has come from the 7DRL all those years ago.  My best run so far has been as a scholar focusing on magic - got 3/4 rings but then got slaughtered in the library because my vampire-fu was weak.  Is there a way to aggro humans while in human form?  I managed to turn one of them into a werewolf though not entirely sure how.  (Magic + moonlight?)

Come across a couple of minor interface bugs:
- When selecting a spell to learn using the A or D keys, you also move.
- I once turned back into a human and was killed the same turn, but the spell-learning interface from the grimoires I'd been carrying still came up instead of the game over message.
Title: Re: Golden Krone Hotel
Post by: jere on November 06, 2016, 11:07:03 PM
Thanks Paul! I'll look into those bugs. I usually have a bunch of weird edge cases crop up around death.

About 20% of humans will turn into werewolves when hit with beams of moonlight.

There's no way to aggro humans as a human. It does seem like the Princess is consistently an outlier in terms of difficulty, despite my efforts to tone her down. I'm guessing you didn't turn out all the torches nearby before engaging? Even then, it's still a challenging fight. If you focused intelligence (makes sense as a scholar), vampire is just going to be one of your weak points.

Good to hear the feedback. Let me know if you find anything else.
Title: Re: Golden Krone Hotel
Post by: Paul Jeffries on November 07, 2016, 12:14:52 AM
I did douse the lights, but it didn't help much since her lightning bolt attacks were illuminating the area, which let the seven-odd other humans she had around her spot me and clobber me to death.  To be honest, it's probably a good thing she was difficult, since the 19-intelligence-and-L3-lightning build I had was letting me blast through most other enemies without issues (provided I could stay human and find food).  Hmm... maybe next time I'll try the same build but take Swap as another one of my magic slots and use it to pull her away from her bodyguards into a side-room somewhere before vamping out...

The vamps-ignore-vamps and humans-ignore-humans mechanics don't really make sense and seem a bit artificial and ridiculous when you are murdering their supposed allies right in front of them or switch from one to the other mid-fight (and receive their immediate forgiveness), plus of course there shouldn't really be anything stopping me as the player attacking others of my own kind if I wanted to... but it does lead to some interesting gameplay trying to work around that system, so I'm not too sure what to suggest there.
Title: Re: Golden Krone Hotel
Post by: jere on November 07, 2016, 01:20:09 PM
Yea, the game is built around each form not attacking its own kind. It's definitely something people point out a lot. At this point, I'll do what I can to handwave it away with plot reasons, but it's core to the gameplay.

In particular, the idea of having neutral monsters that you can attack is directly opposed to streamlining the UI. Because then I have to have some weird button combination that lets you attack neutral monsters.
Title: Re: Golden Krone Hotel
Post by: jere on November 22, 2016, 02:42:00 AM
Well, I didn't see anything about it elsewhere on the forums, so here's a bit about STHC:

Stop the Hunger Clock


Awesome idea for a charity event. Please consider pitching in. If you haven't already picked up GKH, it'd be a good opportunity to grab it along with two other games.

http://dungeonmans.com/hungerclock/

(https://pbs.twimg.com/media/Cx1RFT_W8AAunPR.jpg:large)

Title: Re: Golden Krone Hotel
Post by: jere on December 03, 2016, 05:34:56 PM
The first big update for Golden Krone Hotel has been released! Version 0.6 includes several content additions, control enhancements, and a save system.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26549830/fe72db0b1f206f0e144d40dfddc0ea38e2c6a0b9.png)

Changelog


A note on the save system:
It was quite complex to write, so there's currently no bells and whistles. You're allowed one save at a time, for now. Given how complex the code is, there may be bugs lurking in there. If you want to totally avoid the system, then don't save or exit a run before it ends. If you run into any problems with loading a current save, there's a button to delete your save in the options menu.
Title: Re: Golden Krone Hotel
Post by: jere on February 01, 2017, 01:00:41 PM
Version 0.7 is here! There's a tutorial, a new branch (the Gallery), new monsters, a new boss, and level generation has been rewritten completely.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26549830/e0ad6af8f3645805f06858ea6fe9c41d490f981b.png)

Changelog

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26549830/310deafe882459c6c241354de2ae5845bd142f07.png)

The tutorial was a challenge. Hard to script all those events without anything built in the engine yet to do it. As a prerequisite, I decided the entire level generation needed to be rewritten to handle prefabs. That would make it easier to construct the tutorial levels precisely. We'll see how well it actually teaches people the game. It's supposed to briefly touch on resting, walking around, bump combat, magic, potions (and food), sneaking, and sunlight.
Title: Re: Golden Krone Hotel
Post by: jere on April 23, 2017, 05:12:58 PM
Due to popular demand, Golden Krone Hotel now has morgue files and an online leaderboard. This update also brings 3 new monsters, a new class and branch as usual, and...  bounciness?!?

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/dac8b94cce5ca13370353513632dd6b996350016.png)


While testing some jumping behavior for the Toad, I realized the animation looks a lot more lively by having all characters bounce around like they're all on pogo sticks. This is something you see in games like Crypt of the Necrodancer, but it makes a lot more sense there. Even so, other games like Dungeonmans have used it in place of a walk animation. It seems to work well with a game that doesn't take itself too seriously... and my certainly doesn't.

I've made the "bounciness factor" an option, but by default I'm going to add in at least a little bounce. It'll be interesting to see how people like it!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/d78ed5c1a6ad44864842eef143b320422a973945.gif)

The River should be an interesting challenge, since it's completely dark and mostly water filled. The darkness obviously poses an issue for humans but in vampire form, water is your biggest enemy. For now, there's not much reason to go to this branch. Eventually it'll lead to the Maelstrom and then the Underworld, which will be the hardest branch in the game.

(https://pbs.twimg.com/media/C95NXRPXgAA2iKy.jpg)


Changelog:

Title: Re: Golden Krone Hotel
Post by: jere on May 08, 2017, 12:53:38 PM
Golden Krone Hotel now has 14 achievements (http://steamcommunity.com/stats/497800/achievements). There's an achievement for beating the game with each disguise and an achievement for killing each boss. I might add a few more over time.
Title: Re: Golden Krone Hotel
Post by: jere on May 31, 2017, 02:48:18 AM
Here we go with a pretty huge update!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/8f404c97857570ad8dd90494f150b52e14b4bbf1.gif)

The newest branch is THE MAELSTROM, an everchanging dimension that spawns portals to random locations throughout the Hotel. Frankly, this branch is heavily inspired by DCSS's Abyss. There's several ways to get to the Maelstrom and not all of them are voluntary...

The Merchant was added, a new disguise that starts with 4 unidentified potions.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/30af32290094eace660ecbf6f940d066253e30d2.png)

Five monsters have been created including Goblin Anarchists, Prismatic Masses, and three kinds of Toadstools (wandering mushrooms that shoot various types of poison).

And there were plenty of small changes. This month, I reviewed dozens of old (and new) Let's Plays with a more critical eye. Polish has been added with the goal of making mechanics easier to learn, easier to understand, and simply more fun.

Changelog:


A couple last housekeeping notes:

The plan is to release by Halloween. so we've gotten well past the halfway point of Early Access. If you have any feedback or ideas for the game, the time when that can make a meaningful impact is quickly running out.

Also, don't forget about the recently added achievements and the Morgue sharing system. Feel free to share your runs in the forums or on the official subreddit (https://www.reddit.com/r/goldenkronehotel/).

Enjoy!
Title: Re: Golden Krone Hotel
Post by: jere on June 01, 2017, 04:19:45 PM
Starting a series on roguelike design:

Things I Hate About Roguelikes – Part 1: Burden of Knowledge (http://www.goldenkronehotel.com/wordpress/2017/06/01/things-i-hate-about-roguelikes-part-1-burden-of-knowledge/)

Quote
I love roguelikes. Traditional roguelikes. Turn based, grid based, punch-you-in-the-gut roguelikes.

The complexity, depth, and emergent gameplay in these games rival any other genre out there. The heavyweights like Nethack, Crawl, and ADOM can be played for years without mastering them… or sometimes without a single victory. And in the last decade, roguelikes have proven beyond all doubt how valuable their ideas are. Despite being a genre invented in 1980, new games are constantly borrowing roguelike ideas and even the name itself.

And yet we haven’t seen a big adoption of traditional roguelikes. Roguelite action has done gangbusters of course. Games such as Binding of Isaac sell millions of copies. Nuclear Throne and Spelunky aren’t too far behind. But where’s our Binding of Isaac? Where’s the turn-based dungeon crawler blowing up the Steam charts? Clearly, permadeath is something many gamers are willing to stomach. Games like Civilization are proof positive that they enjoy turn-based stuff too.

I’d argue that there’s nothing inherent in the structure of traditional roguelikes that is holding them back from mainstream success. It’s simply that, for the most part, the genre is still stuck in the 1980s...
Title: Re: Golden Krone Hotel
Post by: AgingMinotaur on June 02, 2017, 12:12:42 PM
Starting a series on roguelike design:

Things I Hate About Roguelikes – Part 1: Burden of Knowledge[/url (http://www.goldenkronehotel.com/wordpress/2017/06/01/things-i-hate-about-roguelikes-part-1-burden-of-knowledge/)

Loved it :) Left you a steaming pile of reply on reddit.

As always,
Minotauros
Title: Re: Golden Krone Hotel
Post by: Tzan on June 02, 2017, 02:34:52 PM
I skimmed and read some bits and its really good.
I need to reserve some time to read this properly.
Title: Re: Golden Krone Hotel
Post by: jere on June 14, 2017, 03:04:00 AM
Steam Trading Cards and Price Increase

Boom goes the dynamite.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/f32ce5d6255e52e3f3bf3eeb11765a7fb48489be.jpg)

Golden Krone Hotel now has Steam Trading Cards. There's 5 cards, a badge, 3 backgrounds, and 10 emoticons to collect. Apparently, I forgot you also have to check a box to tell Valve your game has trading cards and achievements (even though it clearly already knows that). So... I've checked those boxes. Now you can see the features are present on the store page. Woot!

Some of you may have already been awarded cards for your playtime. This is really good, as I was initially concerned that recent changes to Trading Cards (https://steamcommunity.com/games/593110/announcements/detail/1954971077935370845) might prevent the cards from dropping completely for games like this one. Fortunately that's not the case.

One more thing
I'm putting the game on sale soon, though I can't say exactly when. When that happens, Golden Krone Hotel will be the cheapest it's ever been (and cheaper than it will be for several months).

Shortly after the sale ends, I'm planning on raising the price from $5 to somewhere around $10. This is a really tough decision to make, but I think after adding a tutorial, save system, unlockable classes, morgue files, a bunch of new branches and monsters, and all around polish the game is worth more than it was at launch.

If you have feedback on pricing, I'd be glad to hear it.

http://steamcommunity.com/games/497800/announcements/detail/1341358701085518174
Title: Re: Golden Krone Hotel
Post by: Avagart on June 14, 2017, 09:30:57 AM
So, I'm glad that I decided to buy GKH for 5$ :P It's interesting how price rise will affect sales.

Is 10$ too much? Probably not. It is worth it, for me. But: I know nothing about marketing, also don't know how Steam developers used to work with pricing. Although personally I think it's wrong time for that change. Usually, early access games have different price than fully released titles. I'd wait for 1.0 release for changing the price, because people could think like Look at this, developer didn't even finish his game but he increased price by 100% already.
Title: Re: Golden Krone Hotel
Post by: jere on June 15, 2017, 12:05:02 AM
Quote
It's interesting how price rise will affect sales.
Definitely. I'm more interested in gaining a bigger audience than I am in a higher sale price. I don't think people invest in and value a game that they got for so cheap. The higher the base price, the higher the perceived value. There was a really good article recently that found that games priced lower than $10 did horrible compared to games price at $10 or higher: http://www.gamasutra.com/blogs/LarsDoucet/20170509/297708/What_I_learned_playing_quotSteamProphetquot.php

Quote
I'd wait for 1.0 release for changing the price
Well, that's what I'm trying to achieve essentially. I want to increase the price for 1.0, but there's one problem.

I also want a launch discount, which is both extremely common and recommended. Valve prevents you from putting a game on sale for a couple months after you raise the price, for good reason. So I need to raise it a few months before launching.

I figure very few people will be buying it at full price in the last couple months of EA anyway, especially since I'm offering the opportunity to buy for about 1/3 of that price during the next sale.
Title: Re: Golden Krone Hotel
Post by: Avagart on June 15, 2017, 08:28:41 AM
Quote
Valve prevents you from putting a game on sale for a couple months after you raise the price, for good reason.

I didn't know that, but it makes things more clear, definitely :) Still I'm not sure if it's good decision but I see you've got positive feedback, so it's gonna be OK, I hope. The truth is, when I'm reading Steam reviews, players think about <=5$ games as a low-budget (ie: simple, ugly, often buggy), so 10$ price tier sounds sensible.
Title: Re: Golden Krone Hotel
Post by: jere on June 23, 2017, 01:42:00 AM
As promised, the game is on it's biggest sale yet at $3.50 (30% discount).

Quote
The truth is, when I'm reading Steam reviews, players think about <=5$ games as a low-budget (ie: simple, ugly, often buggy), so 10$ price tier sounds sensible.
Yea, true. I feel like there's two sides to it though. The price influences the perception of value. That is certainly the case. At the same time, price is a HUGE factor mentioned often in Steam reviews. Reviewers trash games all the time, not for being bad games, but because they don't think the game is worth the base price (even if they got it at a huge discount). I'm hoping the latter isn't a big factor here.
Title: Re: Golden Krone Hotel
Post by: jere on June 25, 2017, 10:09:22 PM
Continuing the "Things I hate..." series with Part 2 about Identification: http://www.goldenkronehotel.com/wordpress/2017/06/25/things-i-hate-about-roguelikes-part-2-identification/
Title: Re: Golden Krone Hotel
Post by: jere on August 08, 2017, 12:27:45 PM
Two things on the same day oddly:

Roguelike Radio Episode 138: Golden Krone Hotel (http://www.roguelikeradio.com/2017/08/episode-138-golden-krone-hotel.html)

Also released an update featuring the Underworld branch. Full details here (http://steamcommunity.com/games/497800/announcements/detail/1443820118334045311).

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26549830/66c8ec254c0809d31ff80e200837b424b2c3a953.jpg)
Title: Re: Golden Krone Hotel
Post by: jere on August 19, 2017, 11:02:42 PM
If anyone is interested in testing mac and/or linux builds, let me know.
Title: Re: Golden Krone Hotel
Post by: Avagart on August 20, 2017, 06:41:05 AM
Count me in :) For Linux, at least.
Title: Re: Golden Krone Hotel
Post by: jere on August 20, 2017, 09:56:59 PM
OK, you're on the list.  ;)
Title: Re: Golden Krone Hotel
Post by: jere on August 31, 2017, 03:15:58 AM
Nearing the end of EA and tackling some big remaining items:


entire spritesheet converted
(http://i.imgur.com/dFDvOiB.png)

the underworld and a baron (constructed out of several characters)
(https://pbs.twimg.com/media/DIeuXowVAAEWOOi.jpg)

thinking about keeping an absurd tiles+ASCII mode
(https://pbs.twimg.com/media/DIXScRnWsAEf8ew.jpg)

in a happy coincidence, the character for vampire eyes (") matches up pixel perfectly with the big vampire character (V) and that's with no tweaking of the font I'm using (code page 437)
(https://pbs.twimg.com/media/DIXXjBpW0AE7XDm.jpg)(https://pbs.twimg.com/media/DIXXkPzW4AEjEsP.jpg)

I think ASCII mode is looking OK, but I keep wondering if I shouldn't ensure every single monster has a distinct character representation and then redo the whole thing in only black/white/red.

Title: Re: Golden Krone Hotel
Post by: jere on September 12, 2017, 12:37:05 AM
HOLY CATS, WE'RE LEAVING EARLY ACCESS NEXT MONTH.

This month it's all about playing the way you want to play. That means Mac and Linux support, tools to prevent stupid deaths, keyboard examine, ASCII mode, and optional 8-way movement.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/e9f3e5de263673a905290f95c063f6c124498073.png)

The final class has been added as well: Berserker. With the highest starting strength of all the disguises and an ENRAGE spell, you'll surely wreak havoc on the hotel. That brings us to 12 classes and 19 achievements to collect!

Diagonal movement

Four way movement has always been helpful for players without numpad. But sometimes it just doesn't feel like a roguelike without diagonals.

Adding optional 8-way movement to Golden Krone Hotel affects A LOT. Expect the game to feel different, but hopefully still balanced. It's now easier to dance around lone enemies and it's possible to dodge light beams. But remember it's also easier to get surrounded and magic becomes 8-directional too.

ASCII Mode
ASCII can look cool as hell. It's often easier to understand what's going on too. So here it is.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/84ae91c893c8ce051e519b9afff4a7e2ee949e56.png)

There's a Muted Palette option that almost turns the game greyscale (the main exception being hints of red). This an excellent option if you want to crank up the horror aesthetic.

Grognard Mode

If you really want to go old school, there's GROGNARD Mode. This flips a bunch of options simultaneously to make the game look and feel more like a classic roguelike. You'll get ASCII, diagonal movement, and a bunch of display effects turned off (like animation, damage numbers, bounciness, etc.).

But feel free to play with those on if you prefer! It's quite fun playing a little bouncy @.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26549830/31ce3e604be29b1f336cbf6da78b3552044a5676.png)

Changelog:


Since the game is wrapping up, please let me know of any last minute ideas on balance/polish. Big changes are probably not making it in, but there's still a month to fine tune things.

And I'm super serious about the price increase this time (I wanted one last opportunity for Mac/Linux players to buy at $5).

Title: Re: Golden Krone Hotel
Post by: jere on September 24, 2017, 10:35:03 AM
(https://i.imgur.com/fOH2ovm.png)

OST

Golden Krone Hotel now has an original soundtrack by Christopher Loza! You might know Christopher from the KeeperRL soundtrack, but he also made our delightful chiptune title track and trailer music. We've been working on redoing all the game's music for a few months and it's finally done.

If, however, you want to switch things up or just get nostalgic for the old music (which has a more ambient horror focus), you can toggle back and forth between both soundtracks in the Options menu.

Despair mode
Even if you're not quite ready for the game to get harder, I know you will be eventually. Despair is a new unlockable, unfair, and unforgiving difficulty mode. It comes with its own redone title screen featuring a gnarly remix, blood moon, and custom font. I have to be honest: this is easily the most badass thing in the game.

(https://i.imgur.com/iMWNBJO.png)

Visual tweaks

Stained glass has been toned down and looks less like "unicorn puke." Menus have been visually reworked and made Fancy!

There's also a good number of bug fixes. Thanks to everyone who reported them!

Title: Re: Golden Krone Hotel
Post by: jere on September 30, 2017, 12:50:21 PM
I posted my third entry in the recent series: Things I Hate About Roguelikes Part 3: Terrible Controls (http://www.goldenkronehotel.com/wordpress/2017/09/30/things-i-hate-about-roguelikes-part-3-terrible-controls/)

Title: Re: Golden Krone Hotel
Post by: AgingMinotaur on September 30, 2017, 09:03:06 PM
Cool stuff. I continue to enjoy the series.

As you mention in closing, it's not exactly controversial these days to aim for streamlined interfaces. Still, it's an interesting topic of debate, maybe especially in the context of RLs, which traditionally have such esoteric controls. My own game is aimed to be a "one handed roguelike", partly by way of context-sensitive commands and menus. That can work, but has the danger of becoming obscure in itself (rather than having to remember which key to "disarm" a trap, you have to know what the "default action" is in any given position). Then I need something like a zoomed out map view which skews the whole interface, and the delicate balance feels disrupted again. Well, I hope to have a snappy game when it's feature complete. I'm currently working on mouse controls, actually, and both gamepad and terminal have been on the long todo-list since day one. I think that alone has helped me work with a certain sense of direction, at least :P As another aside: six-directional movement actually works surprisingly well with the four arrow keys.

One strategy I'm pondering, is to shape the game mechanics and the lore/story/action to fit each other as much as possible. For instance, you can collect bounties on criminals by chopping off their heads and giving them to a judge. This uses just the basic interface for picking up and dropping items, but provides a bare bones quest system. Likewise, there is no chat command (the player is assumed to be the silent type, I guess), but NPCs will sometimes deliver lines of dialogue. Something recently had me thinking of the C64 action game Usagi Yojimbo, where the two most important commands were "greet politely" and "draw sword". With these, you interacted with farmers, wandering monks, warriors challenging you to a duel, disguised ninja, etc. I think it's really another way to see the point 1) in your post, which is to say: implement a few actions, and imbue them with a lot of meaning.

By the way, Dumuzid is one of the few 7DRLs I've come back to replay several times. The interface was certainly one of the features that struck me, but also the quite fun strategies that emerge from the basic rules. Very nifty :)

As always,
Minotauros
Title: Re: Golden Krone Hotel
Post by: jere on October 01, 2017, 08:46:47 AM
Ah thanks! Dumuzid definitely seems to be a crowd favorite.

Quote
Something recently had me thinking of the C64 action game Usagi Yojimbo, where the two most important commands were "greet politely" and "draw sword".
Wow, that is pretty badass. Your idea about collecting bounties and returning them to a judge also sounds interesting. That's my next discussion topic: theme and how it's usually super boring/tired.

Quote
As another aside: six-directional movement actually works surprisingly well with the four arrow keys.
Really? What, with two pressed at once?
Title: Re: Golden Krone Hotel
Post by: AgingMinotaur on October 01, 2017, 11:23:53 AM
Quote
Something recently had me thinking of the C64 action game Usagi Yojimbo, where the two most important commands were "greet politely" and "draw sword".
Wow, that is pretty badass. Your idea about collecting bounties and returning them to a judge also sounds interesting. That's my next discussion topic: theme and how it's usually super boring/tired.
Yeah, I'm hoping I won't have that problem, seeing as how my original core idea was "gay cowboys on drug induced spirit quests dual wielding sawed off shotguns" :)

Quote
As another aside: six-directional movement actually works surprisingly well with the four arrow keys.
Really? What, with two pressed at once?
Exactly. That sounds horrible, but since pressing Up or Down doesn't do anything in itself, they actually work quite well as modifier keys. (WEADZX is also a possibility, but people I've seen try my game prefer the arrow keys.)

As always,
Minotauros
Title: Re: Golden Krone Hotel
Post by: jere on October 01, 2017, 09:55:16 PM
Oh I could see that. I hate having to use multiple keys (even on a d-pad) because if you don't time it right you end up hitting the wrong one. But if up/down are not used, it seems sensible.

Quote
seeing as how my original core idea was "gay cowboys on drug induced spirit quests dual wielding sawed off shotguns"
you're doing god's work.
Title: Re: Golden Krone Hotel
Post by: jere on October 21, 2017, 07:11:09 PM
Crunch time. I'm wrapping up the final update to the game this weekend. We release out of EA on October 26.

I planned a little "release party" that night:

(https://i.imgur.com/9fNqpAa.png)

http://www.goldenkronehotel.com/releaseparty/
Title: Re: Golden Krone Hotel
Post by: jere on February 14, 2018, 12:36:37 PM
Running a 3 day competition for Valentine's day.

Details: http://steamcommunity.com/games/497800/announcements/detail/1658883402140670961

Leaderboards: http://www.goldenkronehotel.com/valentines.php

In other news, the game hit the "Very Positive" threshold!

(https://pbs.twimg.com/media/DV4LlLxV4AAhz6r.jpg)