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Messages - binary_headspace

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7DRLs / Re: Six Way Wanderer [7DRL 2015 SUCCESS]
« on: March 17, 2015, 09:17:59 PM »
Did you have the wind rune? That allows you to move frozen blocks :-)

(If you had the fire rune and it didn't let you melt the block then that is a bug, but I have never seen that happen so far!)

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7DRLs / Re: Cipher Trials - Barely Finished
« on: March 17, 2015, 08:23:12 PM »
No problem!

Quote
I learned a lot about the mechanic I was experimenting with and have some ideas about how to put it into future games, so I say it was a win.

Absolutely.

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7DRLs / Re: Cipher Trials - Barely Finished
« on: March 16, 2015, 01:39:55 PM »
OK, I found out that the version of love in the Ubuntu 14.04 package repos is 0.8.0 and your game requires 0.9.0. I installed 0.9.0 and the game now works :-)

I agree with your assessment of the game but I think there is a kernel of something here that could be expanded into a nice game. Currently it is too trial and error and that breeds a very mechanical play style (Try this? No. Try this? Yes. Try this? No ...). Also the enemy movements are too simple to be interesting.

If you do decide to expand it you could introduce obstacles in the room (bookshelves, inner walls etc...) that break enemy LOS to allow more interesting sneaking up. Also if guard behaviours somehow hinted on the rune they are weak to it could be fun.

Maybe if you use the wrong rune on a guard an alert sounds that causes the player to be hunted unless they hide?

Anyway, thats just some rambling! Well done on completing and I'm glad you had fun :-)

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7DRLs / Re: Cipher Trials - Barely Finished
« on: March 16, 2015, 12:19:48 AM »
Hi!

I tried to start your game on Linux and all I get is the following I'm afraid:

Code: [Select]
Error: src/game.lua:43: attempt to call method 'getDimensions' (a nil value)
stack traceback:
        src/game.lua:43: in function 'makeQuad'
        src/room.lua:12: in main chunk
        [C]: in function 'require'
        main.lua:4: in main chunk
        [C]: in function 'require'
        [string "boot.lua"]:331: in function <[string "boot.lua"]:227>
        [C]: in function 'xpcall'

Afraid I don't have time to dig deeper right now (It's late), I will try again later!

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7DRLs / Re: Rogue Space Marine (7DRL 2015) (Success)
« on: March 15, 2015, 11:03:39 PM »
This looks great!

I'll have to fire up my Windows machine tomorrow to try it out!

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7DRLs / Re: Six Way Wanderer [7DRL 2015 SUCCESS]
« on: March 15, 2015, 11:02:23 PM »
I have posted a retrospective of my 7drl experience over at my tumblr: http://binaryheadspace.tumblr.com/

Also, thanks Tim, I'll take that into account!

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7DRLs / Re: Six Way Wanderer [7DRL 2015]
« on: March 15, 2015, 05:58:25 PM »
Thanks for the feedback :-)

The combat does get impossible sometimes, although the way map generation works there is actually a path of least resistance:

Before the map is generated a random order of runes is created. Next a map of rooms is created that includes at least 4 (the number of runes) + 1 (for the start room) + 1 (for the exit room) = 6 dead ends. A path is traced from room to room from the start position to the first rune, then on to the second rune and so on. This assigns a stage to each room which is basically a list of which runes the player could have definitely acquired by that point. This stage is used to control which enemies are generated (as well as choosing a puzzle to generate).

Thus, if you find a room that looks too difficult you should look elsewhere as there is probably an easier path leading to a rune that can help you overcome the previously difficult room.

But! The problem of entering a room that is a insta-kill situation still remains. One solution is to allow the player to exit through a door they are standing on by clicking on themselves - I may try implementing this.

There is no way of waiting atm. I'm on the fence about this as it essentially allows a player with all runes to just keep waiting as all enemies walk into attack range. Possibly giving all runes a 2 hex range could address this somewhat (the fire run already has this range).

By splitting up monster health and attack do you mean changing the Damage = #hearts / 2 formula currently used? I'm totally open to this if it improves balance but I'd have to play around with it for ideas. If you have any let me know! :-)

I'm looking at additional puzzles and combat tweaks atm so we will see where that goes :-)

I also need to include a quick help/tutorial screen I think...

EDIT: The idea of rune attacks / powers costing gems is interesting and I had not though of that...I will probably play around with that :-)

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7DRLs / Re: Into the Darkness (7DRL 2015) SUCCESS!
« on: March 14, 2015, 08:07:56 PM »
For some reason I could not move down! (x did nothing).

Other than that I enjoyed this - it is slow paced as you need to mouse over your target to check their stats and then examine your cards - but the mechanics feel interesting. If nearby enemy stats could be visible on screen automatically it may help speed up play.

Good work :-)

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7DRLs / Re: Conservation of Ninjutsu [7DRL 2015] [Finished]
« on: March 14, 2015, 07:59:53 PM »
Well done getting it done :-)

I tried it out and after spending alot of time walking with nothing about I came across two people who attacked me. I used smoke and then shuriken to kill them but then my character disappeared (or died?) after I stepped on a corpse and then clicked on the character (I was trying to see if I could pickup the enemies weapon). Any ideas?

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7DRLs / Re: Six Way Wanderer [7DRL 2015]
« on: March 14, 2015, 07:52:20 PM »
Thanks for the feedback :-)

I agree with your points - Ideally I wanted the runes to player a larger part with more puzzles using them. I have some more puzzles designed but I just ran out of time. I plan to continue working on the game so watch this space :-)

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7DRLs / Re: Six Way Wanderer [7DRL 2015 - SUCCESS!]
« on: March 14, 2015, 06:48:22 PM »
OK! Six Way Wanderer is done and playable at http://www.mikesspace.net/sww!

Please play on your phone (or tablet) as it is very much designed for that!

There are of course still rough edges, missing features and things I would like to tweak, but most importantly it is done!

Time to rest now, and then I will write some more about SWW and start playing all the other successes!

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7DRLs / Re: The Dungeon [7DRL 2015]
« on: March 08, 2015, 02:47:26 AM »
I like the idea and can't wait to give it a try.

Good luck!

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7DRLs / Re: Six Way Wanderer [7DRL 2015]
« on: March 08, 2015, 02:38:38 AM »
The first days progress has been good, although I pretty tired now. Everything is drawn OK and you can move around and start to use the various abilities your acquire during the game. I'm looking forward to pressing on tomorrow :-)

Screenshot & info at: http://binaryheadspace.tumblr.com/

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7DRLs / Re: Combat Chess (7DRL 2015)
« on: March 07, 2015, 01:54:17 PM »
This sounds interesting! I really like the tight combat in Hoplite and I think you could get a similar feeling (although not identical) from playing this idea as well.

Good luck!

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7DRLs / Six Way Wanderer [7DRL 2015 SUCCESS]
« on: March 06, 2015, 11:09:37 PM »
Success: You can play it here: http://www.mikesspace.net/sww/ (please use your phone or tablet!)

I have been wanting to take part in a 7drl for years but work always got in the way. Not this year though!

My first 7drl is "Six Way Wanderer", a web based roguelike based on the idea of progression via solving puzzles. Think Metroid and the dungeons in the Zelda series.

I'm an experienced C/C++ coder by trade but I wanted to try something different so I am using Cocos2d-js for this. If all goes to plan, after the game is done, I'd love to rewrite this natively for phones & tablets but we'll see!

I'll be posting updates on my tumblr http://binaryheadspace.tumblr.com/ and I'll post any major progress here as well :-)

Good luck to everyone participating! I look forward to having many interesting new games to play soon :-)

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