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Messages - Anfeir

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1
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: September 07, 2022, 12:32:15 PM »
Reincarnated this project, started it from scratch. Now it is a roguelike with random world generation (well, with some statics still), tiles grapics, support for mobile and desktop (currently Android and Windows).
It has been under development for 1 year now.

demo version with early gameplay:

http://roguebasin.com/index.php/Rayel

2
Traditional Roguelikes (Turn Based) / Re: Owlnest v0.2
« on: March 11, 2017, 06:07:35 AM »
Great to see another update so soon---the reaction system has revolutionary potential!   8)
;) Reactions are a bit experemintal. Sometimes i'm thinking of completely dropping them.) Also there will be more of them coming, like disarm, counterstrike, counterbash, tolerate and so on. The main goal is to provide a REAL choice, like, if it is just "Dodge 15%, Parry 90%", what will you choose? You would have to call friends for an advice, yep? :) But if it's even like now, e.g., Dodge 70%, Block 80% - but you can't parry all the damage, and reactions from runes - they are 100% (now) but limited...
And yes, most of reactions require preparations, like shield for block, skill for counterbash and they use attribute moments, so you parry 3-4 times in a row but then you have to restore (but can continue with other reactions depending on other attrs)

What are the next challenges for new systems/features still ahead?  Or is it down to content/polish from here until v1.0?
Going to do some resource management for attribute points (ones you get each time an attribute goes up), 4 skills for each attribute so total 28 skills, with range 1-10 to learn, each skill providing 4 or 5 actions/abilities. Not in the single release, maybe in ~four. This is instead of classes, but races can be added at some point.
I have no technical challenges, mostly gameplay ones. Some features supported in engine are hard to show their potential. For example, any object for nearly any action target - what's the use of it rather than hit/touch/smash head over it, or real water flow either.


3
Traditional Roguelikes (Turn Based) / Re: Owlnest v0.2
« on: March 09, 2017, 08:46:16 PM »
Version 0.2

https://sites.google.com/site/owlnestroguelike/
- Added some versatility to dungeons
- New terrain types: decaying dungeon, abandoned dungeon, castle
- Added map ('#' key), altered high-level world generation template
- Added ability to return to previous floors
- Added a bit more new objects (monsters, items, etc)
- Balance tweaks
- Many miscellaneous bugfixes


4
Traditional Roguelikes (Turn Based) / Re: Owlnest v0.1
« on: February 11, 2017, 11:48:12 AM »
Is there anything to play yet? As in a game.
Yes, ascend up to height 10 of mountain is possible, with some challenges and many monsters on the way.
Combat, ranged combat, magic, weapon skills - all is working of course.

5
Traditional Roguelikes (Turn Based) / Re: Owlnest v0.1
« on: February 11, 2017, 07:41:28 AM »
Ooh, hopeful!  Rayel successor?   8)
Hi getter77 )
No, Rayel is a separate thing ;)


6
Traditional Roguelikes (Turn Based) / Owlnest v0.2
« on: February 10, 2017, 08:15:08 PM »
https://sites.google.com/site/owlnestroguelike/

Roguelike in demo version.

Some of already implemented features:
- extended action system with anything as the action target and context actions;
- specific actions available at the moment, when special abilities are gained;
- reactions - in cautious mode you can react to monster attacks using different counter-actions, available at the moment;
- physics - realtime water and lava flow and objects burning, you can set entire forest into fire.
- different types of wounds instead of plain hitpoints;
- polymorph - you can basically morph into any monster, obtaining all its characteristics and possible actions;
- different monster killability (currently limited mostly to undead and something else)


7
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: April 12, 2011, 01:01:44 PM »
RAYEL 0.1.10
This is small improvements release. Nonetheless, SAVE FILES ARE  N O T  COMPATIBLE with previous versions.
- Items are lored permanently. No need to use scrolls or lore spell anymore.
- Changed dark inventory colors to more readable ones.
- Now russian and english version come both in one package.
- Slightly improved path finding algorithms.
- Many hidden player scores are visible now.
- The failure of skills sneak, hide, natural motion is noticeable now.
- The library of Lamton contains now more useful information.
- Linton is removed from the starting towns. (It was the worst for the beginning).
- Some minor balance tweaks (items in shops, traps).
- Monster charmies can stay alive after their master is dead. Aslo they have much less items now.
- When you take a quest you can ask about your reward and about how hard is the quest.
- Scrolls of find work and greater scrolls of find work available.

RAYEL 0.1.10a
- fixed important bug with map

RAYEL 0.1.11
- important bugfix with followers of followers
- slight changes in status screen
- sky mounts are cheaper now
- merchants need less coins to hire servants now
- increased number of non-hostile plains dwellers (only for new characters)
- more possibility of 'out-of-depth' items
- more artifacts available, also it is easier to find them now (only for new characters)

download at anfeir.ter12.ru

8
Traditional Roguelikes (Turn-based) / Re: Rayel
« on: October 15, 2010, 04:22:08 PM »
im as serious as cap

9
Traditional Roguelikes (Turn-based) / Re: Rayel
« on: October 06, 2010, 09:00:05 PM »
Annoying staff? Staff of aggravation? (SCNR)
Please keep in mind not everyone here is English.
Some people (like me) make mistakes not because they are inattentive, rather they know Runglish better than English and cannot do better at this moment .) Here's the source of annoying stuff in our posts.

Regarding venoms and diseases - yes they are numerous.

P.S.
Annoying staff is people who bother you at work, not letting you play roguelikes .)

10
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: April 09, 2010, 09:41:39 AM »
RAYEL 0.1.7
~~~~~~~~~~~
This is a small feature & bugfix release. Save files are still compatible.
- expired charmies (except hired ones) will drop their items before leaving.
- remembered locations: info about nearby map object.
- a bit better quest reward logic.
- fixed bug with thrown daggers/spears.
- fixed issue with no valid starting weapon.
- couple of map bugs fixed.

11
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 30, 2010, 04:00:14 PM »
*oops* .)

RAYEL 0.1.6
~~~~~~~~~~~
Fixed old important bug with learning skills.
Actual for level 10+ warriors and level 15+ merchants. If you already have one,
your current save file will be fixed.


12
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 30, 2010, 12:12:15 PM »
RAYEL 0.1.5
~~~~~~~~~~~
Added notebook.cfg. If you have no numpad, replace the default.cfg file with notebook.cfg.
It is recommended but not the single variant. You can modify default.cfg as you wish.
Notebook movement keys are around the 'j' key.

Fixed all known important issues. Among them:
- fixed Drain skill.
- fixed Call missiles skill.
- high level quests: ensure doability.
- small UI fixes.
- modified movement keys in default.cfg work correctly now.

If you have the main site still not working, visit this:
http://roguebasin.roguelikedevelopment.org/index.php?title=Rayel

14
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 25, 2010, 03:10:25 PM »
Sooner a bit. But if you believe the winner, he spent his 100+ hours, not less for it .)

15
Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 24, 2010, 02:16:24 PM »
I just received the first report of winning the game.

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