Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Anfeir on February 10, 2017, 08:15:08 PM
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https://sites.google.com/site/owlnestroguelike/
Roguelike in demo version.
Some of already implemented features:
- extended action system with anything as the action target and context actions;
- specific actions available at the moment, when special abilities are gained;
- reactions - in cautious mode you can react to monster attacks using different counter-actions, available at the moment;
- physics - realtime water and lava flow and objects burning, you can set entire forest into fire.
- different types of wounds instead of plain hitpoints;
- polymorph - you can basically morph into any monster, obtaining all its characteristics and possible actions;
- different monster killability (currently limited mostly to undead and something else)
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Ooh, hopeful! Rayel successor? 8)
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Ooh, hopeful! Rayel successor? 8)
Hi getter77 )
No, Rayel is a separate thing ;)
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Is there anything to play yet? As in a game.
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Is there anything to play yet? As in a game.
Yes, ascend up to height 10 of mountain is possible, with some challenges and many monsters on the way.
Combat, ranged combat, magic, weapon skills - all is working of course.
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Version 0.2
https://sites.google.com/site/owlnestroguelike/
- Added some versatility to dungeons
- New terrain types: decaying dungeon, abandoned dungeon, castle
- Added map ('#' key), altered high-level world generation template
- Added ability to return to previous floors
- Added a bit more new objects (monsters, items, etc)
- Balance tweaks
- Many miscellaneous bugfixes
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Great to see another update so soon---the reaction system has revolutionary potential! 8)
What are the next challenges for new systems/features still ahead? Or is it down to content/polish from here until v1.0?
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Great to see another update so soon---the reaction system has revolutionary potential! 8)
;) Reactions are a bit experemintal. Sometimes i'm thinking of completely dropping them.) Also there will be more of them coming, like disarm, counterstrike, counterbash, tolerate and so on. The main goal is to provide a REAL choice, like, if it is just "Dodge 15%, Parry 90%", what will you choose? You would have to call friends for an advice, yep? :) But if it's even like now, e.g., Dodge 70%, Block 80% - but you can't parry all the damage, and reactions from runes - they are 100% (now) but limited...
And yes, most of reactions require preparations, like shield for block, skill for counterbash and they use attribute moments, so you parry 3-4 times in a row but then you have to restore (but can continue with other reactions depending on other attrs)
What are the next challenges for new systems/features still ahead? Or is it down to content/polish from here until v1.0?
Going to do some resource management for attribute points (ones you get each time an attribute goes up), 4 skills for each attribute so total 28 skills, with range 1-10 to learn, each skill providing 4 or 5 actions/abilities. Not in the single release, maybe in ~four. This is instead of classes, but races can be added at some point.
I have no technical challenges, mostly gameplay ones. Some features supported in engine are hard to show their potential. For example, any object for nearly any action target - what's the use of it rather than hit/touch/smash head over it, or real water flow either.