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Messages - addictgamer

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1
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: October 09, 2014, 07:11:12 AM »
More new things for Barony: A new trailer/tutorial of sorts and two let's plays.

The new trailer is meant more like a tutorial than the traditional trailer.
Sheridan plays the rogue, warrior, and wizard, and drops plenty of tips and tricks about the game you may not have realized even if you've been keeping up with us for a while. If you keep dying constantly, perhaps watching the video will improve your life expectancy.

Indie Hooks! did a let's play of the previous version.
Jamesster did a let's play of the newest version of the game.
I do suggest you watch these let's plays. I think they can be pretty enlightening. Watching us developers play is great, but these people, who haven't spend hundreds of hours debugging the game, won't skip things we take for granted.

If you feel like recording your own let's plays, please do! As I mentioned on the devblog, I love watching people play my game. If you do a let's play, feel free to post it or send me a pm.

2
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: October 07, 2014, 08:16:25 AM »
October hails a new Barony release: Version 2014.10.03

But before I announce the changelog, we have a new news section: here.

Changelog:
 + New maps ("ruins" theme)
 + Magic mapping spell
 + Respawning in multiplayer
 + Torches can now be removed from walls
 + Updated music
 + Swimming
 + Added two new books
 + Lockpicking & keys
 + Door lock & unlock sound effects
 + Implemented water breathing amulet
 + Implemented water walking boots
 + Magic keybindings
 + Spell-list is now accessible from the inventory screen via a "spell list" button
 * Modified some existing maps.
 * Fixed random number generation across operating systems not matching up.
 * Fixed starving shopkeepers
 * Players can, once more, see even after they're dead
 * Camppfires now have a limited supply of torches
 * Minor class adjustments
 * Adjusted some buying and selling values
 * Modified some monster starting equipment
 * Fixed combat music fading in too slowly
 * More monster AI optimization
 * Fixed obnoxious unresponsive mouse clicking in some GUI elements
 * Modified vomiting
 * AI code, in general, much faster
 * Fixed unimplemented spells crashing the game
 * Fixed bug where you could cast a spell after the game restarted
 * Offensive spells will trigger monster aggressiveness
 * Offensive spells now grant wizards XP
 * Fixed occasional crash on player death
 * Fixed spell duplication bug
 * Tins now require tin openers to open
 * Towels not always consuming properly fixed
 * Enchant armor scrolls fixed
 * Fixed shopkeepers attacking you when you attacked other entities
 * Fixed crash when selling equipped items
 * Players now informed via message when other players pause the game
 * Various un-named bugfixes
 - Players no longer decrease character level on death
 - Wizard no longer starts with spellbook of forcebolt


Yes, those are the ruins. All the way down on dungeon level 16. Yes, I died the first time I was setting up for screenshots. So this time I made myself invincible. Too bad the first time had a really awesome level gen.



Get the game here!

3
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: August 24, 2014, 05:35:08 AM »
Almost a month later...OK, Alpha 2014.08.23 released!

 + Shops. 'Nuff said. And don't try attacking shopkeepers. They'll beat the living daylights out of you. If you still think you'd like to murder them and take their stock, be my guest.
 + Lobby tells you the port hosted on and IP connected to.
 + Gamma settings.
 + New levels
 - A few unused settings in the options menu.
 * Monster sight mechanisms modified. They no longer see you through the dark as if ever monster had darkvision.
 * THIS IS IMPORTANT. Commands changed from \ to /.
 * Bugfixes/stability improvements/netcode reliability enhanced.
 * Lots and lots of bugfixes.
 * Seriously.
 * Why do you think it took so long?
 * Sure, I had a lot of work to do to prep for the fall semester and my jobs...
 * But bugfixing, man.
 * That's what this release is all about.
 * Valgrind everything through the fourth wall.
 * ohmygatosvalgrindissoslow.

NOTE: COMMANDS CHANGED FROM \ TO /.
Download here.


Stop staring at this post and download it already.




I very nearly forgot to mention this. Updates will be on a monthly basis from now on since university/college/whatever. That's going to take most of our time.

4
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: August 05, 2014, 06:45:00 PM »
Good work, the game is getting better and better. I would like to suggest something related to combat mechanics. It would be nice if characters could block strikes during melee confrontations, it could also go slower paced, therefore making it more strategic and fun to duel in. Just some thoughts.

Keep up!

I don't know about slower paced combat specifically, but melee blocking is definitely on our list.

5
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: July 26, 2014, 09:24:02 PM »
Here's another alpha!

Alpha 2014.07.26:

 + Readable books!


 + Here's something people have been waiting for: an in-game menu (hit escape. You can change settings and everything.)
 + VBOs, for massive performance gains.
 + Rewrote sound engine to use FMOD.
 + Bows and crossbows more or less done.
 + Trolls
 + Added some bleeding. Use towels and potions to stop it.
 + Implemented a bunch of rings and amulets.
 + Slings. I know somebody out there is going to love this.
 + Green slime. A lower level version of the blue slime.
 + Added special NPCs.
 * Torches and lanterns burn down as you use them.
 * Weapons and armor can break during combat.
 * Monsters gang up on you if you attack their group. I highly suggest you keep on the good side of the folks down in minetown.
 - Removed ring of see invisible.
And way too many other things to mention.
Grab the game here and try it out for yourself.

6
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: June 08, 2014, 12:29:35 AM »
It's (well, was) Alpha Friday again!

What's differeint in Alpha 2014.06.07:
 * Spears
 * Hoods. They're available in four different colors.
 * NPCs can now wield and use any weapon, tool, or magic staff you can. While monsters running up to you and slapping you with their bow was hilarious, it just had to go.
 * Classes got some revamping, added some combat skills, and bugfixes and other things.

Grab it here!

7
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: May 26, 2014, 03:29:13 AM »
A bit delayed, we bring another alpha!



Notable additions include:
 * Several new monsters (slime, scorpion, succubus), and human NPCs will now spawn throughout the dungeon.
 * Races that dislike eachother will fight eachother (a goblin NPC will attack a human NPC).
 * An appraisal skill! Because everybody and their dog have been complaining about not knowing if an item is cursed or not, or what a spell is or what a spellbook does. Also added an identify spell for you wizards out there (like me).
 * Of course, there's bugfixes and behind the scene changes, but nobody really wants to hear about that.

So, grab the alpha here: http://www.baronygame.com/download.html

We also have a forum now. Please stop by and liven the place up, eh? ;)

8
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: May 17, 2014, 07:00:04 PM »
Really? Feels like a Roguelike with a 3D engine thrown on top of it to me.

For me feeling it the way you describe it, the turn-based game play feature should be kept there. Take chess as example, you can have a 2D or 3D engine propelling it but both versions will still have turn based game play. The minute you remove turn base feature from any of them, they will no longer be a Chess game.

But don't worry too much about it as this is just my personal view on the subject. Others might not be that fixed on turn based as I am.

Ah, I see what you mean. Well, glad you're still interested in the project :)

9
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: May 16, 2014, 03:18:08 AM »
i really like the graphics and models -- kind of doom meets minecraft.
i downloaded the zip.  tried running game.exe.  how to run it?
Nothing happened?

What's your screen resolution? Barony's default resolution is 1280x720. If that's bigger than your monitor's resolution, you'll need to lower it. To do that, open up default.cfg and change:
Code: [Select]
\res 1280x720to whatever you want your resolution to be.

If that doesn't resolve it: Check the directory you unzipped Barony into for a "stderr.txt" file. Please send me its contents.

I've just tried it. I think the idea is really worthy of exploring but what exactly does the game has or will have as far as roguelike elements are concerned apart the character creation? It just seems a real time FPS disguised in a roguelike. Nonetheless, I'll follow this project of yours to see how it turns out. Keep up!
Really? Feels like a Roguelike with a 3D engine thrown on top of it to me. Anyway, other elements this game shares with typical roguelikes include procedural level generation, permanent death, and a fantasy setting.

10
Early Dev / Re: Barony: 3D, multiplayer roguelike
« on: May 10, 2014, 04:19:19 AM »
Grabbed it, sounds really interesting!

Awesome!

In other news, we've released another demo/alpha. You can get it from the downloads page: http://www.baronygame.com/download.html
We didn't really add new features insomuch as we fixed a bunch of bugs people found and added some performance improvements that should greatly help lower-end computers.
I want to do some more public demo/alphas. For the next one, we're focusing on adding new content :)

11
Early Dev / Barony: 3D, multiplayer roguelike
« on: May 09, 2014, 10:40:03 AM »
In my 6 years of playing roguelikes, there's nothing I've wanted more than to game with my friends. Last October, I found Barony. It labeled itself as an oldschool game, and had the graphics to match, but then I noticed it had the words "multiplayer," "3D," and "roguelike" in the description. That caught my interest right away. Since then, I've been working on Barony.

On top of multiplayer and 3D, the game has two more gimmicks in the works:
 * Monster ecosystem. Rather than everything existing solely to kill you, they have their own lives and agendas, which you are interfering with. A goblin may set its sword on you, a gnome may be tempted by your fat gold pouch, and unnaturally large rats may chase you down for dinner.
 * An in-depth magic system. In video games, I always look for two things: multiplayer (as you've likely deduced by now), and magic. More often than not, I play wizards. Whenever a game has an interesting and unique magic system, it resonates with me. I view Barony's magic system as my pet project. I want something different from every other game I've played before. The ultimate goal of this system is to allow wizards to modify and create spells.

The game is currently in development. We are done with maybe around 40% of the game overall.
Supported platforms are Linux, Windows, and Mac (though only Windows and Linux have binaries built currently).

We've released a free public demo/alpha. (check here for the latest public alpha build: http://www.baronygame.com/download.html ). Please keep in mind that this is the game's first demo/alpha. There are bugs in it, it's optimized, many features are still under development (such as the monster ecosystem and the magic system), content is missing from the dungeon, and it's not yet beatable.
Note that the Linux binary in the alpha are 32 bit. If you are running 64-bit Linux, you will need to make sure you have the right versions of LibPNG, SDL, SDL_Image, SDL_Mixer and SDL_Net.

If you are interested in the game, do check it out: http://www.baronygame.com/index.html




Videos & other media:

(October 8th, 2014) Jamesster's let's play.
(October 5th, 2014) 2014.10.03 trailer. More of a tutorial than a traditional trailer
(July 24th, 2014) Indie Hooks! let's play.

If you feel like recording your own let's plays, please do! As I mentioned on the devblog, I love watching people play my game. If you do a let's play, feel free to post it or send me a pm.

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