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Messages - Essegi

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1
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: August 31, 2014, 06:44:58 PM »
It's out!!!
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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!

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Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: August 05, 2014, 04:17:32 PM »
Another update, maybe the last one before announcing 1.05
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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!

3
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: June 19, 2014, 01:02:07 PM »
Another update!
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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...

4
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: June 11, 2014, 01:38:44 PM »
A bit late here too... Update on 11 may:
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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!

5
Damn there are so much promising RL's and days only have 24 hours...
Lol true, and lately i'm looking also to old/hardcore indie crps (Eye Of The Beholder, Realms Of Arkania, Knighs Of The Chalice, and looking to Age Of Decadence among others) and little time to play.
Thanks for pointing out Prime, i have never tried it.

Ah, i've tried a couple of time NetHack with Falcon's Eye, it has some nice things, i like the music too, but i don't like the perspective, sometimes it seems more difficult to understand.

6
Off-topic (Locked) / Re: legend of grimrock
« on: October 04, 2012, 07:22:06 PM »
New update, now i can play mods with my gog version! ;D

7
Off-topic (Locked) / Re: Darkest videogames ever
« on: October 04, 2012, 07:21:25 PM »
What about these titles?

-Shadowman
Insane atmosphear imho. Especially Playrooms...
http://www.youtube.com/watch?v=Dsj9mGHlqSA

-Thief 1 and 2
Apart to be incredible games, the atmosphear is amazing and dark! Also the cradle level of the third is "powerful".

-Stalker (all 3, especially modded)
In a stormy night, being chased from a chimera  is not good... You sense the danger... And you are in the Zone.

- Alien vs Predator:
the first one: insanely fast and dreadful game... Not easy that a game is so fast and scary.

Nightmare House 2
-a source based mod for Half Life 2 episode 2, very dark, scary and nice to play.
(i still have to look to Cry Of Fear mod for HL1, it should be dark and good too)

I want to mention these 2 games, not scary or disturbing but dark and with a wonderful atmosphear:

-Severance: Blade Of Darkness
Masterpiece combat system, truly a wonder....

-Arx Fatalis
There are some nice undeground dungeons. I've never finished it, but i plan in the future...

8
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: October 04, 2012, 07:05:53 PM »
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).

9
Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: October 04, 2012, 06:44:51 PM »
Yeah, something regarding the popup, if i remember well if you find a worse weapon it's not automatically sold but you have to "manually" sell it. Not much anyway, and not related to combat and on the other hand if these are used to have more choices it's fine.
Anyway i like the new inventory system (and of course the talent graph), so you have to be careful on what have to be discarded. ;)

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Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: October 04, 2012, 06:19:43 PM »
Sorry, i don't know if it is the right word... I mean somewhat the first one is more fluent (and i must say it is very fast and enjoyable to play), but this sequel seems to have more options so it's normal that is a little slower (but just a little, not that i'm complaining).
Anyway from the demo i'm expetcing the sequel to be better a game than the first (wich is good game!).

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Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: October 04, 2012, 06:08:52 PM »
This is my experience with this game:

First try: fighter, don't remember if died on floor 6 or deeper.
Second try: mage, gone deeper than fighter, died for some stupid moves (and dunno if it's a bug, sometimes i was unable to cast some spells, or maybe was due to a status i dind't notice).
Third try: rogue. Win with no difficulties... I had 2 invisible (second found somewhere deep, great to backstab and to escape everything), duplicate (great to take on spirits or what is their name and slow down enemies if needed), fireball (dind't hurt to have this, but did hurt enemies ;D) and sleep (userful for enemy control, overpowered since enemies DIND'T wake up after being hit). I also had heal in backpack, maybe i've used it once and i don't remember if i used a health potion...

Maybe i jut got lucky since i'm not a good player.: :P

PS: i've tried the demo of the sequel... Somewhat it has lost immediacy, but at least it seems deeper.

12
Nice to hear that! Cause the game plays fast and effective controls are a big feature.

13
Ok, i think i got your point :)
Anyway there's plenty of room to do something stupid and die, especially for newcomers. :P And for more relaxed play there's the mechanics of hunger that keep it interesting imho.

Yesterday i played a little DCSS: autoexplore is truly an excellent feature, it speeds up play significantly. Maybe sometimes it seems you are doing well, but the situation can degenerate suddenly.

I played a bit Epilogue (of course voted on GreenLight :D), i agree that it's difficult and you have to think every move, you can die easily in the first floor if you dont't pay attention.
Another game somewhat similar is Through, although simpler, i remember an old version to be quite hard and tactical.

14
The more I think about it, the less I like Brogue.  It seems like it should be really good, and it's definitely got the flash, but it still suffers from the design errors that I tend to hate in "classical" roguelikes.  Same with dcss.  They're both great games, don't get me wrong, just flawed in the end.
I just tried Brogue on the fly in the past, for some reasons i was note very appealed.
Could you explain what you don't like of classical roguelikes?

15
Maybe i should take a look closer to Brogue, i see many reccomendations (on other places).
I haven't yet had the chance to begin a serious play, just checked new versions of WazHack and tried (and incidentally beaten) Cardinal Quest...
Anyway i'll start with DCSS, i played it once and i liked it a lot. Also Tome seems truly excellent (and different, more "transparent"), today i've seen the tutorial. In future i'll take  Adom on, for now i wait the fruits of the crowfunding (since i've donated :P).

Ah, i've played a couple of times at Ivan (best name ever), not enough to remotely understand the game but: nice tiles and interface, maybe simpler than others (but not simple) but it's wicked and utterly cruel. And fun! :)

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