Temple of The Roguelike Forums
Game Discussion => Traditional Roguelikes (Turn-based) => Topic started by: Skeletor on December 18, 2009, 10:53:31 PM
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Nice game!
I managed to arrive at dungeon level 13 with a dwarf warrior with all bonus points in vitality (and so lots of hp).
Is there a wiki somewhere? I would like to know what all the stuff prefixes/suffixes do (is a stanching bronze helm better than a normal bronze helm?).
Do you know any tricks/strategy?
How much stuff have to be sacrified to be helped by the goddess?
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Now my record is dungeon level 27, 50 points, with a level 9 dwarven warrior.
Sometime there are unique messages when entering a level.. by now I found the "quiet level" and the "dull level".
Looks like it's more convenient to keep potions and wands to sell for deeper merchants; every ten levels the base price (50$) multiplies.
It is a really nice game.
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I can't believe no one play a little gem like this!
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It is on my todo list once it has tiles/dev resumes from last hiatus as, IIRC, lots of improvements and such were on his todo list. Last I recall he kinda broke his hand(s) awhile back though...
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I played this a while ago. It was pretty good. A lot like the original rogue, but it's much more forgiving in just about every way. I think I played a human of the close range fighter class? And I killed the 3rd or 4th demon boss before dying? It's hard to remember because of how long ago it was, but I do remember that it left an overall positive impression on me.
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4-5 boss? Congratulations, my best was killing the second demon.
Another thing I don't understand is what stuff should be sacrified to increas piety.. I have the feeling that the more an item is worth, the more it increases it.
I still haven't managed to have a response to the prayer; how much stuff ($ worth) should I sacrifice?
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I think your best bet is to go with some trial and error for sacrificing items. I thought that the goddess liked items related to warmth and valuables like gold and such, but like I said, it was a while ago. Maybe I'll give it another shot sometime.
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I am trying to run Frozen Depths on a iMac, but I receive this error:
Your terminal is too small. Please resize it to 80x25 or larger.
You'll have to restart the game after that.
Windows users should use the shortcut to do this.
Furthermore, on the download page (http://koti.mbnet.fi/frozend/download.php) Frozen Depths developer says:"Note to Mac players: You have to configure your terminal to support at least 16 colors to make the game work properly, but don't ask me how as I'm not a Mac user."
What do I have to do? and how?
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Look for settings in whatever terminal you are using, where you can define number of rows and colomns (or how it's spelled :) The standard for terminal-play is usually 80x25. If you can't find that option anywhere, consider getting a different terminal! (Or get off that filthy Macintosh! *Shivers* MbWahAHaha!) ;)
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Or if you're playing in a windowed terminal, it should be as easy as clicking+dragging to resize the window. Under Linux, at least, terminals tend to be 80x24 chars large, so I've had the same "problem" (with ADOM, actually). Just making the window a tick bigger did the trick.
As always,
Minotauros
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Thanks!
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Loving this game a bunch, the blood splattering... the trying to stay warm idea.. it's just exciting. Lots of fun.
Bosses are exciting :P
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Yeah. Fun game indeed.
I won it once.
Some of my suggestions to author are even made it into the game :)
The way back is also rather fun.
Is there 'spoilers' tag in this forum?
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Is there 'spoilers' tag in this forum?
I'm afraid not.
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Is there 'spoilers' tag in this forum?
I think your best option for spoilers here is to make the text really small.
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Probably this will work: this is black text on black background.
Seems to work.
Once you beat main villian, things will start to heat up.
Never thought I'll blast myself with ice magic to cool down :)
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Oh wait! Spoilers.. what are spoilers... *whistles innocently*
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So I saw an item at the bottom of a four foot deep pool. I went in to try and get it and took 1900 HP in damage because the water was too COLD for me to get back to the surface.
It was a four foot deep pool. I wasn't playing a Dwarf or Gnome or anything, I mean, I could stand in this pool and see the item, maybe even pick it up with my feet (I had a very high Agility)
I had no reason to believe I'd be doing any swimming in a four feet deep pool, especially any swimming that would put me at risk of reaching the surface.
grah.
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Just noticed that he posted this on his website:
13.Jun.2010
Hello people. Just letting you know that there's a chance of 1.04 being released later this summer. A chance, not promising anything. I've been working toward the release a bit here and there, but there's still a lot on the to-do list and I'm not releasing it before the list is mostly clear. Plus, I'm busier than I'd like these days, having picked up a few new hobbies, and then there's the ever-looming real life... But there's hope. Most likely I'll hot (cold?) drop it on you when it's finished without any notice, or perhaps I'll call out for beta testers on RGRD if I don't have enough time to thoroughly playtest it myself. We'll see. Until then, have a good summer.
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Good deal, it'll be interesting to see how improved it winds up being.
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Great!
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Again I just noticed this on his website today:
18.Jul.2010
Hello again, a quick snippet of news this time, not the actual release yet. Development is going even smoother than I dared to hope, all the major features, changes and additions are in place. The to-do list only has a bit more content left to finish off, for instance a few new skills and monster abilities and then it's playtesting and balancing time.
I'll do the alpha balancing and testing myself, but after that I've decided to release a two-week beta to the public to find the last probable bugs. This version has again the most changes compared to all the previous releases, and most of the previous releases needed a quick-fix release after a week or two when people found some more critical bugs, so might as well make it a public beta. Besides, my time is limited and the developer isn't always the best one to playtest the game.
Of course no one forces you to take part in the beta and help, you can wait two more weeks for the actual polished release, but this beta is the best possible time if you want to contribute and make Frozen Depths a better game, with suggestions, feedback and other statistics I plan to ask. After the two weeks, I'll polish 1.04 for its final release based on your feedback and at last release it. I'd estimate this beta release will hit the web and RGRD somewhere near the very end of July or early August depending on the number of surprise bugs I find during alpha testing. The beta is probably only for Windows and Linux, but for the final release I'll hopefully find a kind soul to compile it for Macintosh as well.
That's about all for this quick snippet, more info to come when the beta starts. Start searching for your warmer clothes, since winter is coming!
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Hooray! Should be rather interesting to see just how improved/changed the game winds up for this big update.
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20.Aug.2010
Another quick note. The beta is extended until I finish the changes for the final release. Not a lot of work thankfully, but might get delayed till next week. Depends a bit on how hard compiling on Mac is, I'll try to do that myself. Also, Hotmail is crappy. That is to say, if you've sent me feedback directly via email and have not gotten a response, I didn't get your mail. Sometimes it works, sometimes it doesn't. If this is the case, please resend your feedback. I don't even know if my mails get to you. Unfortunately I forgot this when I wrote the beta release posts, but from now on, use the contact page to be sure your message gets to me. Nothing else, carry on.
Not much longer now probably...
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I'd also like to see a wiki page or something with more information on the items, monsters, and how certain mechanics of the game works.
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I'd also like to see a wiki page or something with more information on the items, monsters, and how certain mechanics of the game works.
I second that.
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You could start one at RogueBasin like POWDER has.
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Anyone know what's up with all of a sudden getting hot and dying from boiling for seemingly no reason. That's what happened on the last game I played. I was doing reasonably well too. Also, anyone know what the blood stained alter that you place armor or weapons on does? Or the shrine that makes a red flash appear next to your equipment?
I've ran across all sorts of things like the ones I've mentioned, but still have yet to figure out what effect they actually have. Still bitter about boiling up for seemingly no reason.
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Hmmm... I've never boiled to death in Frozen depths before, but I can tell you that the altar gives a random modifier (good or bad) to the weapon or piece of armor you placed there.
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Anyone know what's up with all of a sudden getting hot and dying from boiling for seemingly no reason. That's what happened on the last game I played. I was doing reasonably well too.
Most levels are cold, but some levels are warm, causing your temperature to rise for no apparent reason. Did you check the @ screen to see if temperature was rising? (Simply waiting by a camp fire causes your temperature to rise quickly as well, but in that case the reason should be obvious.)
Also, anyone know what the blood stained alter that you place armor or weapons on does? Or the shrine that makes a red flash appear next to your equipment?
It vorpalises a weapon or a piece of armor. Come to think of it, if this got you a 'heat draining' weapon, it makes you absorb heat from killed monsters. You'd have to do an awful lot of killing to boil that way, though. ;)
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Most levels are cold, but some levels are warm, causing your temperature to rise for no apparent reason. Did you check the @ screen to see if temperature was rising? (Simply waiting by a camp fire causes your temperature to rise quickly as well, but in that case the reason should be obvious.)
When I first entered the level, level 4 or 5 I think, it gave me a message about it being warm on the level. The entire time, I stayed at warm and didn't take any warming food or extra clothes. I did have a cursed linnen hat on though. I spent most of my time exploring the level, and making sacrifices to the goddess in hope of getting my cursed hat off of me. It wasn't until I decided to leave the level that within just a few turns, I went from warm, to hot, to boiling, to dead.
It vorpalises a weapon or a piece of armor. Come to think of it, if this got you a 'heat draining' weapon, it makes you absorb heat from killed monsters. You'd have to do an awful lot of killing to boil that way, though.
I put a crude bronze breast plate that I had crafted on the alter. I didn't notice any difference between before or after I put the armor on the alter.
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When I first entered the level, level 4 or 5 I think, it gave me a message about it being warm on the level. The entire time, I stayed at warm and didn't take any warming food or extra clothes. I did have a cursed linnen hat on though. I spent most of my time exploring the level, and making sacrifices to the goddess in hope of getting my cursed hat off of me. It wasn't until I decided to leave the level that within just a few turns, I went from warm, to hot, to boiling, to dead.
I don't think cursed items have anything to do with temperature. You just can't take them off, and they deteriorate more quickly. My guess is that the warm level is what caused it, although I haven't seen this happen within a few turns.
I put a crude bronze breast plate that I had crafted on the alter. I didn't notice any difference between before or after I put the armor on the alter.
Did you actually 'u'se the altar? Simply dropping a piece of armor on the altar doesn't work. You should see a message like 'the runes on the altar disappear' if you used it correctly. Also, did you wear the armor after putting it on the altar? There may be no apparent change to an item until you equip it.
(It isn't always obvious how to use dungeon features. I sometimes make the mistake to pray '_' at a shrine in stead of 'u'sing it, for example.)
[Edit: I just ran into one of these things, and it's called a 'stand covered in fresh blood', not an altar. When used, the description says 'The engravings have disappeared', not runes. Also, it made my main weapon 'harmless'. >:(]
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Yeah you gotta be careful with those altars, and if you see a pool of water with an item at the bottom, for the love of God don't jump into it!
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Yeah you gotta be careful with those altars, and if you see a pool of water with an item at the bottom, for the love of God don't jump into it!
You can safely get the item, if you're prepared.
Edit:
When I first entered the level, level 4 or 5 I think, it gave me a message about it being warm on the level. The entire time, I stayed at warm and didn't take any warming food or extra clothes. I did have a cursed linnen hat on though. I spent most of my time exploring the level, and making sacrifices to the goddess in hope of getting my cursed hat off of me. It wasn't until I decided to leave the level that within just a few turns, I went from warm, to hot, to boiling, to dead.
The same thing just happened to me, more or less. I was on a warm level (DL16), a hand-crafted one with lots of traps. I was already warm, and walked through sludge, which slowed me down. While slowed, I blundered into a lava trap, and temperature went to hot. I stepped out of the lava (still slowed), immediately onto a paralysis trap. While paralyzed, I went to boiling, to dead. All this happened within two moves (spanning multiple turns because of paralysis). It makes sense, but a warm level with a lava trap, combined with slowing and paralysis, pretty much spells 'instakill' even if you're stark naked and cooler than Fonzie. ;)
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You mean Frozen Depths? Its right on google...
But if you mean other roguelikes take a look here:
http://roguebasin.roguelikedevelopment.org/index.php/Main_Page
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Don't feed the spammers ;)
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I tried this game and i found it to be a lot enjoyable.
At the momen't i don't plan to play it, i am expetcting new version, i like the "early stage" description (with lots of games and no time it's not hard to wait ;D).
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Oh damn! He updated the site again, I'm looking forward to a new release.
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Well, died on my best character so far in Frozen Depths. Against a Fierce Rothe on DL25. I have no idea what does the Fierce prefix mean. Probably tankish because I traded blows with it and it still showed the "barely injured" while I already had used a resurrection attempt, 50% hp potion and a 100% hp potion
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Frozen Depths homepage is down :(
Anyone knows what happened?
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Frozen Depths homepage is down :(
Anyone knows what happened?
Well, the author was hoping to release a new version sometime this summer. Maybe he is working on or moving the site to go along with it?
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Frozen Depths homepage is down :(
Anyone knows what happened?
It is up for me right now at least.
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Hey guys. Kinda late, but the homepage changed to http://frozendepths.net/
Alas, no new version in sight but at least the author updated last month.
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A bit late here too... Update on 11 may:
11.May.2014
Greetings, traveller. I'm back with a pre-summer update as the warmer months have been the inspiring time for me to develop this frost-themed game of mine. Nothing much happened between last summer and now, though I did continue the development of 1.05 a little bit last year. Hence this update will focus more on the upcoming summer.
Last year I said I'd be disappointed if version 1.05 wasn't out by the end of 2014. I still hold on to that, and I'll even raise the stakes: I hope to release by the end of August! The difference isn't large, however, since I'll be a lot busier after that, as always when the academic year begins. This has to be the year though, or it could be very difficult to finish the development after this. My leisure time is growing shorter every year and all that.
A year ago I also estimated I'd get more than 50% of the development done during 2013, but that was too optimistic. Such is common in the software industry. I was now going to say I've cleared about 30% of the to-do list, but a more realistic estimate would be that there's still 80% of the work to be done. That's not too bad if I don't repeat the mistake I did last summer: starting too late. This is not my intent. On the contrary, I was going to start the development this week, but I caught a cold, so I decided to just type this news update here and make a development plan.
I'll try to post a progress update every summer month, which should also pressure me to develop the game at a steady pace. We shall see how this goes and anything can happen, but I'm liking my chances this year. Version 1.05 could be the final major update Frozen Depths sees, looking at how long even this update's slow development has taken, so I want to polish it to the core. So that it can stand on its own without urgent need for further fixes. That's the goal I have for this summer. So, here we go, wish me luck and see you in a month or so when I'll post the first progress update. Until then, have a good day!
Hoping it's the right year!
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Yeah, seems to be ramping up for a grand climax at this rate.
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Another update!
18.Jun.2014
Hello again. I'm here with the monthly progress update I promised, and with good news! The development has gone amazingly well after the last news update. There are 30 new items in the version changes file now, which means I've finished almost twice as many tasks by now than last summer. And the tasks were larger on average. That's great! Even better, there are only about 8 tasks left on the to-do list before I can start alpha playtesting by myself. I estimate that I need 10-12 development days to finish the tasks and do the first round of alpha testing. Do note that not all days are development days, so it's going to take longer than 2 weeks.
In fact, I'll probably be finished with alpha playtesting in early August, likely the first week, or at least that's my internal deadline. This is because I'll be travelling around Finland and be generally busy for the next month. I expect I can do a few development days during the next month, but most of the work will be done during the last week of July and the first week of August. I don't mind, I'm well on schedule and I don't expect to come up with too many new development ideas.
After I'm done with alpha playtesting, I'll move to a closed beta. Closed playtesting is a lot easier to control, the feedback is more direct and it doesn't feel like a release. I'll be offering the beta version to friends and other likely playtesters in a limited way, but it won't be completely secret. In fact if you, dear reader, are interested in playtesting the game and finding the last bugs before the official release, I welcome you heartily! I appreciate any feedback and help that I'm offered. The easiest way for you to get in to the closed beta is to drop me a message via email or the contact page. Remember to add your email address if you use the contact page so that I can send you a link to the game and other possible instructions once the closed beta begins.
That's it for this progress update. The development is going strong and I can now say with confidence that version 1.05 will be released in the latter half of August. I'll post the next update around the beginning of August, after alpha testing is finished and the beta testing begins, or if something weird happens and the schedule changes. Have a good time until then!
So we can expect 1.05 before fall! Also, if someone is interested, there's the chance to be a beta tester...
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Another update, maybe the last one before announcing 1.05
1.Aug.2014
Good morning. It's been more than a month since the last post and it's August now, so I thought I'd do another progress update even though beta testing hasn't started quite yet. This day does, however, mark the beginning of alpha testing! I managed to finish the last development item from the to-do list a moment ago, so after a weekend of rest I'll move on to testing by myself for a week. Or that's the plan, which could change if the game is still terribly buggy after the first week of fixing. I don't wish to bother outside testers with the obvious and easy to find bugs, hence the alpha test phase first. So, about a week till the beta testing begins. Awesome.
As we can see, I'm very well on schedule. This doesn't mean that I estimated the workload accurately, though. I did a fair bit more development last month than I anticipated, and came up with a few more additions to the to-do list, but all is well as long as the project stays on schedule, right? I'm very happy with the end result, I just hope that alpha testing doesn't reveal too many unwanted surprises. You see, during the last month I did perhaps the largest single change to the overall internal workings of the game ever: I dropped the total number of floors from 50 to 35. This had major implications for numerous features as well as the whole balance of the game. The content is in a lot tighter, more compact package now and I really like how action packed the game is, but this is also the reason why I had to reserve a lot of time for testing.
I'll repeat the open invitation to beta testing: If you're interested in helping me with a pair of fresh eyes or would like to suggest something that's missing from the game, send me a message via the contact page, include your email address and whether you'd like a Windows .exe or a Linux binary for testing (an OS X version will be compiled for the main release, but won't be available for beta testing). You'll likely get your hands on the game a week from now when I deem the game ready for outsiders.
The next post here will likely be the release announcement of Frozen Depths 1.05; I won't be doing any more progress updates unless something weird happens. The earliest possible release date is 23.8.2014, that's three weeks of testing, but I can't promise that it will be that particular Saturday. I might be busy, or there could be technical difficulties with the OS X version for example, but I'd still say that August is The Month. Until then, have a good time!
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Nice! So very good that this game is alive and well! I'll be sure to play it some time.
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It's out!!!
29.Aug.2014
Hello everyone! This is the day! Frozen Depths version 1.05 has been officially released! I did say August would be the month, though admittedly this took a week longer than I planned. No worries, thanks to the extra time I managed to squeeze in descriptions for all the monsters. The testing phase went well, many small corrections were made, but no big bugs were found. The game proved to be more stable than I dared hope, and the business with OS X went rather smoothly as well. Good.
So, 1.05 huh? What's actually in it? I'm glad you asked! Here's the full list of changes: click. The main theme for development was this time playability improvements, which can be further broken down to the areas of polishment, learnability, usability, and the general goal of cutting unfun parts of the game. There was already quite a lot of content in version 1.04, but it required dedication to learn how obscure things worked to get deep into the game. Now if this was ADOM or Nethack it would be tolerable, but Frozen Depths isn't a heavy-weight roguelike, so I wanted to teach the game better, make earlier opaque information more transparent and help the player play the game better. This is why you see a lot more advice, transparent info, an in-game tutorial and UI improvements in 1.05 compared to earlier versions.
Another big thing for me was to drop the number of floors from 50 to 35. When I first started developing Frozen Depths I had no idea how large the game would become. So I just decided to make it 50 floors deep. Now that my vision of the game has been pretty much fulfilled, I realized that 50 floors stretches the content too thin and makes the game feel a bit grindy at times. The solution was to cut 3 regular floors from each dungeon section. This was the first goal I had for this version, as I felt that the game could be a lot more fun. And I'm really happy with the result. To me this pacing feels perfect: there are moments when you can relax a bit, but you're looking forward to something all the time. Even gaining levels is faster now, which is a nice bonus.
While new content wasn't the first priority for this version, I managed to add new things to almost all content categories. The only exception was the handcrafted special floors, of which 50 is enough I believe. The new cold related mechanic, wet clothes, is suitably annoying and adds spikes of warmth loss to the otherwise linear curve. The overall balance felt very good in playtesting as well: finally I can say that an experienced player can beat the game consistently and not only thanks to lucky accidents. We shall see how many players other than me manage to beat the game. Of course there were many bug fixes, hopefully all the crash bugs have been wiped, as well as other miscellaneous additions that you can check from the version info file if you're interested.
I've been hinting that version 1.05 could be the last major release of Frozen Depths. While this may be true, I've reached my vision for the game and the amount of time I have for hobby development grows shorter year by year, I'm not abandoning the game. I like to receive feedback, bug reports and feature requests, and I'm planning to release a silent upgrade to version 1.05 some weeks after the release if you guys find more bugs or have ideas how to teach the game even better. But I probably won't release a huge new version 1.06 any time soon. Smaller fix updates, perhaps a version 1.05b is more what I'm thinking. So do send that feedback if you want to see a better Frozen Depths.
This August isn't only the release month for 1.05. It's also the month when Frozen Depths goes to the double digits: I've been developing the game for 10 year now! What an appropriate time to release the long awaited new version. Exactly 10 years ago I was developing the first draft of the then nameless roguelike game. I had just learned my first programming language, C++, thanks to a friend who was into programming. I liked ADOM a lot, I had no way to get graphics and I wanted to create a game with my new skills. A roguelike was the natural choice. Fast forward six months and I had decided to scrap all the crappy code I had written and start over from scratch. At that time I created these pages, as you can see from the ancient news section. It took me one and a half years to release the first version of the game. I got a lot of good feedback on RGRD and decided to continue the development. And here I am now, many moons later. I would have probably laughed if someone had told the 15-year-old me that I'd be still developing the game after 10 years. But here we are, and I don't regret it!
So, there you have it. Head to the Downloads page to see for yourself what the fruit of 10 years of development looks and feels like. And don't forget to drop me a line if you like what you see. Or especially if you don't like what you see. The next update will be several weeks from now after I've gotten an idea how many bugs were left in the release version. Until then, see you in the dungeon, good luck and remember to dress warmly!