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Messages - itkachev

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1
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Getting a 403 Forbidden error on the actual downloads though.

Sorry about that, it's fixed now.

2
Classic Roguelikes / Re: The future of Nethack
« on: October 09, 2013, 11:39:07 AM »
I think after waiting for 10 years of new version we should stop it. Nethack is ready. There is no need to make another version and we should leave it as it is.

That's absolute crazy talk. These last couple years Nethack development is picking up speed at a crazy pace.

The question isn't when a new Nethack version will be released, the question is which of the new versions to pick as the 'official' Nethack fork.

(I like Nethack4 personally, if only for the careful attention to UI.)


3
Traditional Roguelikes (Turn-based) / Re: Multiplayer online roguelike
« on: October 09, 2013, 11:32:26 AM »
My roguelike (Infinite Cave Adventure, http://dungeon.name) is somewhat multi-player and online.

It's not realtime, the core gameplay mechanic is still turn-based dungeon crawling, but the dungeon is modifiable and is shared among all players. A compromise of sorts.

Also all online Nethack servers are multiplayer, at least for the reason that they have shared highscore tables.


4
Traditional Roguelikes (Turn Based) / Re: Incavead (now at 9/29)
« on: October 09, 2013, 07:00:44 AM »
Another update!

I've put up downloadable off-line versions for Windows and Linux (32 and 64-bit).

Try them and let me know if they work for you!

Thanks.

5
Traditional Roguelikes (Turn Based) / Re: Incavead (now at 9/29)
« on: September 30, 2013, 06:57:54 AM »
Yes indeed, there has been an update. :)

Quite a lot of changes, and game balance/feel has been tweaked considerably.

Is there any interest in a downloadable offline version?

If yes, what OS's are you using?

Thank you.

6
Is this onlin e only? Will there be a astand alone offline release at some point?
Nope, it definitely works offline too. (In fact, I playtest it myself offline.)

There definitely will be, once compile a Windows version.

BTW, what OS are you running?

7
Bumping the thread with a new release.

What's new: I added more multiplayer features.

You can now permanently change the dungeon. Currently you can add stairs, add traps and store items for permanent safekeeping. (Which means other people playing the game will see your modifications.)

Hopefully this will make the game much more interesting -- dying in the game is now a much more strategic business. (Even if you can't win this particular game, you can still do your bit of 'civilizing' the dungeon, which should make successive attempts easier.)
 

8
Congrats on reaching this milestone!  Given such, what is the plan ahead beyond fixes and optimizations---new content plans, modes, etc?
Ideally -- lots and lots of playtesting and balance fixes. Balance is usually the big problem. :)

9
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But that's all the game spawns.  That and some rocks.  If I'm really lucky I'll find a rusted sword.
Swords are OK, rocks can work too. Some kobolds will drop decent weapons if you kill them. Also you can skip the first dungeon level altogether -- that's a bit riskier, but potentially quicker.

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What are the rules of this game?  What tactics should I be using?  It seems like I'm supposed to avoid combat as much as possible.
It's not like a traditional RPG game; that is, you're not meant to be walking around and slaughtering hundreds of monsters repetitively for EXP or gold. You're supposed to figure out the optimal way or finishing each level. (And yes, typically avoiding combat is the right idea.)

10
You'll need to get yourself a real weapon. The twig won't help you defeat anyone.

11
Hello all.

I've just released a new version of "Infinite Cave Adventure".

The big change is that the game is now complete and winnable. To celebrate, I'm bumping the status from 'preview' to 'beta'. :)

I've tried to get creative, so winning the game involves some interesting and unique gameplay mechanics, with a slight multiplayer element.

Check out the official site, dungeon.name, for a better and in-depth explanation.

The public telnet server is dungeon.name, port 20020, as always.

Have fun, and thank you.


12
Quote
Also, could you explain how Karma and the (what I assume to be) god statues work?
The statues grant magic spells if you have enough positive or negative karma. There's no 'mana' cost for casting spells, but if need to keep your karma low/high or else you'll lose the ability to cast spells.

13
Bumping with news again.

I've put up a website for the game at dungeon.name. (Features news, highscores and a short explanation of the game.)

There's also some changes on the public server:

  • You can access the public telnet server at the new address, host dungeon.name, port 20020.
  • A machine-generated highscore table is on the site. Playing on the public server will automatically enter your score.
  • Dead player characters will leave gravestones, visible to any other player character on the public server.
  • I've implemented a monetary system for the game. Money has no useful in-game function, but will feature on gravestones and highscore entries, for bragging rights.

Thank you.

P.S. Looking for a good public-domain logo for the game, if you have any tips, let me know. :)

14

Hello again.

I've buckled down and put up a public telnet server. (It turns out that's not so hard after all.)

You can now play the game by pointing any telnet client to host diggr.name, port 20020.

(Try also connecting directly to IP address 176.58.105.18, since the DNS changes might not have propagated everywhere yet.)

Thanks!

15
Hello all.

I'd like to announce "Infinite Cave Adventure", a new roguelike and a continuation of 'Diggr'.

Currently it is a polished and playtested game, but not long or fleshed-out enough to be a complete, winnable game.

If you have a Unixy system and a desire to compile stuff, I invite you to play the developer preview.

You can get it here: http://code.google.com/p/incavead/, by cloning the git repository and building the game yourself. (Don't worry, I tried to keep the process as simple as possible.)

What makes this game different:

* Pure old-school ASCII: no tilesets, no 3D, no full-color windows, playable with any Telnet client.
* Optimized code and no dependencies.
* Minimal system dependencies, maximum portability.
* Very different and interesting gameplay process. (No AD&D, no grind!)

Thank you, I look forward to your comments and suggestions.

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