Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Anfeir on March 05, 2010, 08:12:42 PM

Title: Rayel
Post by: Anfeir on March 05, 2010, 08:12:42 PM
Rayel 0.1 released

http://anfeir.ter12.ru/rayel.htm
Title: Re: Rayel
Post by: Ex on March 05, 2010, 09:27:50 PM
It's a good game, but I don't think it's a roguelike. Specifically, the world is static and not randomly generated (at least, this is what the roguebasin page says), which I think is something of a requirement for roguelike games. Perhaps the main feature that sets roguelikes apart from other ascii games is the random map generation. Even Dwarf Fortress randomly generates its maps.
Title: Re: Rayel
Post by: getter77 on March 05, 2010, 11:31:15 PM
Eh, there are still ways around that to achieve similar ends by my reckoning...though I say that having obviously not spent time with this one yet.   I say, keep developing and releasing and odds are good there will be something interesting and worthy as the months roll on.

Congrats on your firs release!   8)
Title: Re: Rayel
Post by: provolik on March 06, 2010, 12:49:09 PM
It's a good game, but I don't think it's a roguelike. Specifically, the world is static and not randomly generated (at least, this is what the roguebasin page says), which I think is something of a requirement for roguelike games. Perhaps the main feature that sets roguelikes apart from other ascii games is the random map generation.

I think this is a restricted vision for a game definition. There was technical limits because roguelike had random generation: today is a feature but in my opinion it's not a necessary condition to be RL.
Title: Re: Rayel
Post by: Anfeir on March 06, 2010, 12:58:36 PM
I do not claim that it is 100% roguelike. If you say it is just 50% roguelike or even 0% roguelike, I don't mind.

To be honest, I care very little about the question of style definition. If I were, It would be a 100% roguelike :)

The staticness of the world has number of reasons, it is not because the lack of understanding the dungeon generation algorithms
Title: Re: Rayel
Post by: provolik on March 06, 2010, 09:05:01 PM
Well, I think your work is 100% roguelike and I think it's a big work.

I preefer demi-static (or demi-random) attitude in a roguelike, but I think that a well-builded world is better than totally randoms one.
Title: Re: Rayel
Post by: Yyrkoon on March 07, 2010, 12:37:41 PM
I do not claim that it is 100% roguelike. If you say it is just 50% roguelike or even 0% roguelike, I don't mind.

To be honest, I care very little about the question of style definition. If I were, It would be a 100% roguelike :)

The staticness of the world has number of reasons, it is not because the lack of understanding the dungeon generation algorithms


That is absolutely fine, and reasonable.  Please don't take it as an insult if somebody has pointed out to you that your game doesn't fit into the roguelike genre.  

There are plenty of good RPG type games that have hard coded maps.  Some have random treasures, monsters, permandeath and other elements that define a roguelike.  While you might point out what they share in common with a roguelike.  It's kind of silly to call it a roguelike, if it's not.  It's like saying your new orange is a great new apple.  While true, both are food, and fruit, are juicy and have seeds.  It doesn't really make much sense to argue that your orange is actually an apple, or that it's 50% apple or a demi apple.
  
Good luck with your RPG!  :)
Title: Re: Rayel
Post by: Hi on March 07, 2010, 05:23:09 PM
well in this case it's more like the difference between a peach a nectarine.
Title: Re: Rayel
Post by: Anfeir on March 07, 2010, 09:02:03 PM
Has anyone from US the link to anfeir.ter12.ru not working?
I have a couple of reports. I never thought that DNS records update longer than 24 hrs.
Title: Re: Rayel
Post by: Fenrir on March 07, 2010, 09:17:19 PM
Link doesn't work for me.
Title: Re: Rayel
Post by: getter77 on March 08, 2010, 03:00:34 AM
The link works OK for me at the moment, as did it the first time it was posted.
Title: Re: Rayel
Post by: insectcalm on March 09, 2010, 07:38:52 AM
I'm having fun with this game, it definitely seems like a large world, and it definitely makes me want to get stronger to takes things on. A couple things: I have no idea what I'm supposed to do at the beginning. I'm running around killing stuff, but I haven't seen a quest or anything. Also, when I started at the lake town, is there a boat? I couldn't figure out how to go anywhere. A map function would be useful in this game, but so far it hasn't been horrible without one. Finally, I wish you would make the actual playing screen a little bigger, its too claustrophobic as it is. Otherwise, this seems really cool, and shows a lot of promise. I hope I haven't seemed too critical!
Title: Re: Rayel
Post by: Skeletor on March 09, 2010, 08:00:35 AM
The game looks cool and I would like to try it, but how do I unzip a .7z file?
Title: Re: Rayel
Post by: Engram on March 09, 2010, 08:45:46 AM
The game looks cool and I would like to try it, but how do I unzip a .7z file?

That would be a 7zip compressed file.  You can grab 7zip at http://www.7-zip.org/ (http://www.7-zip.org/)

Title: Re: Rayel
Post by: provolik on March 09, 2010, 08:48:00 AM
The game looks cool and I would like to try it, but how do I unzip a .7z file?

Under linux (I have ubuntu) ark works well ;-)
Title: Re: Rayel
Post by: Anfeir on March 09, 2010, 04:30:53 PM
I'm glad to hear about linux, I haven't chance to test it.

Laky town: search the south-eastern corner of this city. There you can also perhaps find the answer why the minimap would be difficult in Rayel.

Small game window: I'm working on it. Actually, in 0.1.1 version (which will come in a couple of days) you will be able to minimize the left menu panel, expanding the game view to 37x25.

About pointless start: that was forethought, the freedom vs straight line plot. But it lacks 'atmosphere' now of course. The next major version 0.2 would introduce more monsters activity, communication and so on (though it will take rather long time).

About 'looking too critical': here in Russia (rlgclub.ru) I got almost physically beaten for small game window ! :)

Hint: visit taverns for rumors. If there's any sense of small guide for those who have troubles on early lvling I'll include it in 0.1.1 manual.

Thanks all.
Title: Re: Rayel
Post by: Anfeir on March 10, 2010, 07:55:37 AM
Rayel 0.1.1 released.
http://anfeir.ter12.ru/

The main improvement: the ability to increase the game field width.

P.S.: a couple of bugs fixed with the same game version, right before this post edited.
Title: Re: Rayel
Post by: getter77 on March 11, 2010, 12:30:19 AM
Good job on the continued development----keep at it and I think the game could grow rather nicely by say end of 2010 at this release pace.
Title: Re: Rayel
Post by: provolik on March 11, 2010, 08:07:31 AM
I'm glad to hear about linux, I haven't chance to test it.

I only said that I unzipped your .7z with ark under linux but your game does not work in linux. However it works using wine (windows emulator).

Bye
Title: Re: Rayel
Post by: Anfeir on March 11, 2010, 12:49:43 PM
Of course, its wine, what could it be another running win exe in linux?

News: added game features descriptions to the site.
Title: Re: Rayel
Post by: getter77 on March 11, 2010, 03:08:18 PM
Excellent idea to add features and screenshots to the website---this really does strike me as a substantial game set to grow even moreso.  I do believe this could draw in some CRPG folks as well aside from the usual Roguelike crowd.
Title: Re: Rayel
Post by: provolik on March 11, 2010, 04:10:53 PM
I think so. I will add a screenshot page to my blog as soon as possible :-)

Bye
Title: Re: Rayel
Post by: Anfeir on March 12, 2010, 10:55:48 AM
Good job on the continued development----keep at it and I think the game could grow rather nicely by say end of 2010 at this release pace.
The game is playable and winnable already. The next release (0.1.2) will be fix-release, when I collect enough of them. The next major version 0.2 will take longer - no strict date, no empty promises :). But hopefully it will take much less time than I spent for 0.1 (3+ years).

The character of planned changes for 0.2 needs the version 0.1 to be rather stable. Or searching for bugs will become the nightmare.
Title: Re: Rayel
Post by: getter77 on March 12, 2010, 02:41:31 PM
Sounds good, the game is now a news item on www.rpgwatch.com so I hope you will gain enough feedback to fix everything you might need before the next versions.
Title: Re: Rayel
Post by: Anfeir on March 12, 2010, 02:43:47 PM
Thanks!
Title: Re: Rayel
Post by: Anfeir on March 14, 2010, 10:31:37 PM
0.1.2: a small bugfix release.
Title: Re: Rayel
Post by: getter77 on March 15, 2010, 01:19:56 AM
Excellent!  Keep up the good work as things are found.   8)
Title: Re: Rayel
Post by: Anfeir on March 15, 2010, 07:17:30 AM
Excellent!  Keep up the good work as things are found.   8)
To be honest, I am a bit tired this time .) Having a break with cardinal improvements. More work on the level of planning and ideas rather than actual coding.
But bugs and other holes will be kept fixing. I wish they are all so easy to find as the already fixed ones .)
Title: Re: Rayel
Post by: Anfeir on March 16, 2010, 10:33:13 AM
For those who have the main link not working here's another spot for downloading Rayel:
http://rlgclub.ru/forum/download/file.php?id=183
Title: Re: Rayel
Post by: Anfeir on March 19, 2010, 09:38:10 AM
Rayel 0.1.3 released.
- numerous small bugs fixed.
- added some more important items to common shops. (will work with old saves)
- some small balance issues (high spells mana cost).
- easily noticeable character's sitting position.
- sky mounts are visible now.

The site is still http://anfeir.ter12.ru/rayel.htm
If you cannot open it, use additional download links:
http://rlgclub.ru/forum/download/file.php?id=185   -- English version;
http://rlgclub.ru/forum/download/file.php?id=186   -- Russian version.
Title: Re: Rayel
Post by: getter77 on March 19, 2010, 01:04:36 PM
Heh, not a bad list of improvements at all in a few days time.   :D  Nicely done!
Title: Re: Rayel
Post by: Anfeir on March 23, 2010, 08:34:35 AM
I'd say changes are still rather small. The efforts to find issues to fix have been more significant than the changes themselves.

RAYEL 0.1.4
~~~~~~~~~~~
What's new:
- How to start chapter in the manual.
- fixed like 10 of different bugs.
- now it's much more possible to get rumors in high level towns.
- removed quest requests from guardians (it was always empty anyways).
- small balance changes, actual mostly for 20+ levels.

If you have the main site still not working, visit this:
http://roguebasin.roguelikedevelopment.org/index.php?title=Rayel
Title: Re: Rayel
Post by: getter77 on March 23, 2010, 12:18:03 PM
Good update, progress is progress!   ;D
Title: Re: Rayel
Post by: Anfeir on March 24, 2010, 02:16:24 PM
I just received the first report of winning the game.
Title: Re: Rayel
Post by: getter77 on March 24, 2010, 10:17:18 PM
Interesting.  Sooner than you expected or a case of "yay, finally!"?
Title: Re: Rayel
Post by: Anfeir on March 25, 2010, 03:10:25 PM
Sooner a bit. But if you believe the winner, he spent his 100+ hours, not less for it .)
Title: Re: Rayel
Post by: Anfeir on March 30, 2010, 12:12:15 PM
RAYEL 0.1.5
~~~~~~~~~~~
Added notebook.cfg. If you have no numpad, replace the default.cfg file with notebook.cfg.
It is recommended but not the single variant. You can modify default.cfg as you wish.
Notebook movement keys are around the 'j' key.

Fixed all known important issues. Among them:
- fixed Drain skill.
- fixed Call missiles skill.
- high level quests: ensure doability.
- small UI fixes.
- modified movement keys in default.cfg work correctly now.

If you have the main site still not working, visit this:
http://roguebasin.roguelikedevelopment.org/index.php?title=Rayel
Title: Re: Rayel
Post by: getter77 on March 30, 2010, 12:21:00 PM
Glorious, glorious progress!   8)  Congrats on all fixes and enhancements.
Title: Re: Rayel
Post by: Anfeir on March 30, 2010, 04:00:14 PM
*oops* .)

RAYEL 0.1.6
~~~~~~~~~~~
Fixed old important bug with learning skills.
Actual for level 10+ warriors and level 15+ merchants. If you already have one,
your current save file will be fixed.

Title: Re: Rayel
Post by: Anfeir on April 09, 2010, 09:41:39 AM
RAYEL 0.1.7
~~~~~~~~~~~
This is a small feature & bugfix release. Save files are still compatible.
- expired charmies (except hired ones) will drop their items before leaving.
- remembered locations: info about nearby map object.
- a bit better quest reward logic.
- fixed bug with thrown daggers/spears.
- fixed issue with no valid starting weapon.
- couple of map bugs fixed.
Title: Re: Rayel
Post by: getter77 on April 09, 2010, 12:04:22 PM
Great!  Keep up the fine work!   8)
Title: Re: Rayel
Post by: getter77 on June 01, 2010, 02:56:00 PM
   
Quote
* 0.1.8: balance release: lower monsters will give experience too, also monsters with quests and services are visible now by default (@).
    * 0.1.9: small bugfix and balance release:
          o fixed important bug with quest rewards.
          o fixed small core bugs (not enode node, too many quests).
          o griffons cannot blind you permanently now.
          o small balance fixes.
          o killing your charmies will no more give experience.
          o more corpses are suitable for animate dead now.
Rayel moving on up!   8)
Title: Re: Rayel
Post by: Anfeir on April 12, 2011, 01:01:44 PM
RAYEL 0.1.10
This is small improvements release. Nonetheless, SAVE FILES ARE  N O T  COMPATIBLE with previous versions.
- Items are lored permanently. No need to use scrolls or lore spell anymore.
- Changed dark inventory colors to more readable ones.
- Now russian and english version come both in one package.
- Slightly improved path finding algorithms.
- Many hidden player scores are visible now.
- The failure of skills sneak, hide, natural motion is noticeable now.
- The library of Lamton contains now more useful information.
- Linton is removed from the starting towns. (It was the worst for the beginning).
- Some minor balance tweaks (items in shops, traps).
- Monster charmies can stay alive after their master is dead. Aslo they have much less items now.
- When you take a quest you can ask about your reward and about how hard is the quest.
- Scrolls of find work and greater scrolls of find work available.

RAYEL 0.1.10a
- fixed important bug with map

RAYEL 0.1.11
- important bugfix with followers of followers
- slight changes in status screen
- sky mounts are cheaper now
- merchants need less coins to hire servants now
- increased number of non-hostile plains dwellers (only for new characters)
- more possibility of 'out-of-depth' items
- more artifacts available, also it is easier to find them now (only for new characters)

download at anfeir.ter12.ru
Title: Re: Rayel
Post by: Anfeir on September 07, 2022, 12:32:15 PM
Reincarnated this project, started it from scratch. Now it is a roguelike with random world generation (well, with some statics still), tiles grapics, support for mobile and desktop (currently Android and Windows).
It has been under development for 1 year now.

demo version with early gameplay:

http://roguebasin.com/index.php/Rayel
Title: Re: Rayel
Post by: getter77 on September 08, 2022, 10:54:50 AM
Congrats on the new least on project life---keep at it as ever same as in the early days~   8)