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Messages - oldteen

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1
Early Dev / Re: Souls Rescue
« on: August 20, 2016, 08:59:13 PM »
Souls Rescue Alpha 6 is out!
  • 9 new spell scrolls (fireball and heal already exist)
  • playable with The Witch (too weak in previous release without new spells)
  • new damage calculation
  • music on Linux and OSX
  • screen with basic option (fullscreen, window size, sound and music volume)
  • AI improvement
  • more enemies use ranged attack

New spell scrolls:
  • cure, remove poison
  • trap detection, show traps
  • light, greater light around the hero
  • shield, protect the hero
  • sorcerer's eye, see all map for 3 turns
  • curse, for 5 turns cut damage from enemies
  • poison, ... poison
  • mark, create a teleporter where you can come back with "recall" scroll
  • recall, come back to the teleporter created with "mark"
patch 6.1:
  • recycle one item at a time
  • remove fixed seed
  • fix a problem with inventory
  • F6-F7 change zoom of the game (like mouse wheel)
Available:
itch.io
gamejolt.com

2
Early Dev / Re: Souls Rescue
« on: August 16, 2016, 12:31:51 PM »
okay, in my run was strange I was killed so easily by a rat

You are true, but you have tested the version 0.4 and since yesterday you can try 0.5. I think rats won't kill you again :) I hope so :)

3
Early Dev / Re: Souls Rescue
« on: August 16, 2016, 08:08:23 AM »
Thanks for your return  :-*

Key bindings
- Fortunately [G] is still free, we can switch [R] to [G] or just add [G] without any problem
- In next version (alpha 7 or 8 ) I want to add the classic HJKL too
- The key for hero attribute is [P]
- Maybe we have to make a keybinding configuration (a basic file or a window in game)

Fireball
You have to select a target with [TAB] (you will see a target on the monster) and after press [1-8] shortcut. In the next version (alpha 6) if you don't select a monster I will add a "BEEP" and a message like "You have to select an enemy with TAB"

Item comparison
You can see equipped items above shortcut bar and you have a mouse tooltip to see what is it. I have to think if you play only with keyboard or gamepad.
In the alpha 5 (current new version) in your inventory, item with better stat than the equipped one has a green background. Actually it's easy only one attribute per item. With more attributes we have to redesign that one more time :)

Difficulty
In the current version we redesign the dungeon structure, so the difficulty is softer. With potion and good scrolls you can easily finish the 4 floors. Now my wife (who is pixel artist) think the game is too easy. Difficulty is a big theme for us. We already add details like when you get a level you get full life too.

Traps
Wall trap shoot every 4 or 5 turns. Maybe I have to set more turns or a random value but greater than 5. Some traps are very annoying, but the goal is to think before move. Floor traps (pikes) are not too deadly :) . Now we have added lave or acid hole. If you fall into it you directly die. I don't know if it's a good idea.

Options
I have to add some basic option like fullscreen, sound and music volume. I was thinking that I don't need it in the alpha, but that 's wrong. Clearly a goal for the next version (certainly sunday 21 august)

I hope I have not forgotten anything.
-oldteen

4
Early Dev / Alpha 5
« on: August 15, 2016, 12:32:31 PM »
We released the alpha 5 of Souls Rescue.

What's new:
  • new dungeon design
  • add bow (use DEX for damage calculation). Select an enemy with TAB and press F to shoot
  • add crossbow (use STR for damage calculation). Select an enemy with TAB and press F to shoot
  • add dagger (use DEX for damage calculation)
  • add enemy who cast fireball (more spells in future)
  • add plate that reveals a chest or summons 1, 2 or 3 monsters or shoot an arrow from left or right wall.
  • deadly hole of lava or acid. Walk on lava or acid, you directly die! Tell us if it's a good idea.
  • add an xp line. At top of your screen in green
  • items with green background in your inventory are better than the equipped one
  • press F5 to enter in the Classic Mode (ascii). This feature is clearly not finished.
  • tooltip for primary attributes (str, dex, …)

available on
Illustrations




5
Early Dev / Re: Souls Rescue
« on: August 14, 2016, 01:04:57 PM »
As promised, a word about our "craft" system.
Actually I prefer name this feature "recipe system". You have recipes, you have ingredients and you can write a scroll, fill a bottle, make a bomb, etc.

For the alpha version, we don't think about how to get recipes. You start with 3 recipes already known (scroll of fireball, scroll of heal, heal potion)
To cast a spell, you have to consume a specific scroll and a magic scroll can't be looted.

Ingredient types:
- reagents (like ultima 7)
- seeds to plant
- (in future) metal scrap
- empty scroll
- something to write
- empty bottles
- ...

Currently, we have 2 categories of recipes, Witchery, Alchemy. We want to add "Machinery".

With the first alpha, you could mix ingredients and try to find a recipe. For the moment this window is disabled.

6
Early Dev / Re: Souls Rescue
« on: August 11, 2016, 02:19:18 PM »
With pleasure, but not today, I have to go three days on vacation :) and I am already late.
I come back sunday and I will give you more explanation.

7
Early Dev / Re: Souls Rescue
« on: August 11, 2016, 12:43:21 PM »
The first map (The Entrance) is static, others are randomly generated.

8
Early Dev / Alpha 5 (14-15 august 2016)
« on: August 11, 2016, 12:10:22 PM »
Between next sunday and monday we will release the Souls Rescue Alpha 5

What’s new:
Redesign the structure of the dungeon
Before the alpha 5, our dungeon was a stack of 1 map for the entrance, 3 maps of Crypt, 2 big maps of Tropic, 2 big maps of Ice and 3 maps of Void environment. When we tried the game I fell asleep. The game was too boring. We decide to redesign the dungeon : 1 map for entrance + 1 map per environment. The game is smaller, but more interesting.
Each map contains monsters of 3 different levels. Always check your life

New features
  • new dungeon design
  • add bow and crossbow (use DEX for damage calculation). Select an enemy with TAB and press F to shoot
  • add enemy who cast fireball (more spells in future)
  • add plate that reveals a chest or summons 1, 2 or 3 monsters or shoot an arrow from left or right wall.
  • deadly hole of lava or acid. Walk on lava or acid, you directly die! Tell us if it’s a good idea.
  • add an xp line. At top of your screen in green
  • items with green background in your inventory are better than the equipped one
  • press F5 to enter in the Classic Mode (ascii). This feature is clearly not finished.

We look forward to delivering this new version.

-Thierry

9
Early Dev / Re: Souls Rescue
« on: August 07, 2016, 05:08:34 PM »
Thank you for your opinion :). Other people say me the same thing and I agree.
Show the map, monsters, hero, chest, stairs, etc in ascii is not a hard task but I have to reflect about the user interface.

10
Early Dev / Classic Mode
« on: August 07, 2016, 01:59:04 PM »
Add a key to switch to a classic view. Any interest ?


11
Early Dev / Re: Souls Rescue
« on: August 06, 2016, 06:05:53 AM »
A new version of Souls Rescue is released (alpha 0.0.4) on itch.io.

"en vrac":
  • first spells and buff system(and damage over time)
  • first weapons and armors. Randomly generated with a level and a quality.
  • more sounds
  • level system
  • classic attributes (str, dex, int, def, will, cons). Get one point per level
  • each hero has different attribute points
  • rules for close combat
  • refactoring of the inventory / craft windows
  • add hero window
  • better support for the 100% keyboard experience
  • better support for the 100% gamepad experience
  • traps on floor and wall
  • add a minimap
  • add help and credit
  • ... correct tons of bugs

Thanks to all people who have downloaded the previous version and who will download this one.
For you


We still have much work.
Monsters are all close fighters. We have to change that. Give them spells and arrows :). We need to add bow and crossbow for the player too. We have to implement the pet system and give a real utility to the plant parts of the game.
Actually Souls Rescue has two categories of recipes, Witchery and Alchemy. We want to add Machinery.
For late August, we will release the first beta version. So we need to play again and again to ameliorate the difficulty management. We certainly need to add more items sprites to remove redundancy.
We have to think about a savegame system. Souls Rescue is a perma-death game but until you die you can save. If you die your savegame die too.

Voilà,
-oldteen

12
Early Dev / Re: Souls Rescue
« on: July 11, 2016, 06:04:37 AM »
We release a new alpha (0.0.2) this week-end here :

This is still a release to test if it run on you computer or not.

  • we switch Monogame to FNA and Framework.net 4.5 to Framework.net 4. I hope a better WinXP support with these modifications.
  • we release a linux and osx package.
  • add a minimap
  • add monsters and two heroes.

In our tasklist for this week:
  • add a true damage calculation
  • thinking about heroes particularity
  • finish ranged attack
  • start to create better UI Window for craft and inventory. Goal: full gamepad support
  • finish sprites of monsters and boss. +- 49 enemies in Souls Rescue.
  • collect more information about our "run or not" release





13
Early Dev / Re: Souls Rescue
« on: June 30, 2016, 07:43:25 AM »
Hi, thanks to have tested!

Ok, Tomorrow I will try to force the exe to be 32 bits. We don't need 64 bits.
The problem is monogame (the library that manage "pixels", input, audio, ...). Monogame remove 32 bits support since 2014. I have to investigate.

I write you back when I've got news.

14
Early Dev / Re: Souls Rescue
« on: June 30, 2016, 05:56:54 AM »
first alpha version available on our itch.io page.

The main goal of this release is to test if the game run on your computer.
- actually, only windows
- instruction to install and to play on itch.io page
- 3/8 characters
- 4/7 environments
- craft basic item (heal potion, ...)
- you will find what is in the video

15
Early Dev / Re: Souls Rescue
« on: June 21, 2016, 04:08:31 AM »
I like what Pixel Dungeon does.
  • alpha, beta and final version available on itch.io with "Name your own price" on itch.io (could be 0)
  • 5$ on other markets (steam, gog, ...)


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