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Messages - geoffrey

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Traditional Roguelikes (Turn Based) / Re: A Quest Too Far 1.3 released
« on: October 14, 2010, 09:27:13 PM »
Skeletons and mummies are both brute force fighters with no peculiar abilities, right?

Yeah, I'm working on something a bit more special but it didn't make that build.  Most of the changes are bug fixes (that you may or may not ever notice...), and the Manticore is much better at using it's abilty than before.

And also implementing new dungeon elements (such as traps, doors) would be nice.

I definitely want to do this.

Traditional Roguelikes (Turn Based) / Re: A Quest Too Far 1.3 released
« on: October 11, 2010, 08:19:24 PM »
Is it my impression or the number of monsters has been increased a little?

There are two new types of monster, but the number of monsters per level hasn't changed.

Another question: are all monsters generated as a level is created or is there also a monster respawn?

They're all generated as the level's created.  The decline mechanic puts plenty of pressure on the player to progress, so I don't think there's any need to generate more monsters as well.

I liked it, gets a big frustrating at time but I assume there is an ultimate strategy with item drops.

Yes, I think after a few plays you will begin to know which items to use first and which you want to save.  Some are more useful on particular levels.  Other than that my advice is:
 - move fast when your health is good, always take the stairs as soon as you find them
 - Trolls and Griffons are nasty, use items to beat them
 - Dragons are even worse but less vicious - try to avoid a fight

I'd be interested to hear other people's suggestions.

Are there plans for differing equipment, or classes, e.g a wizard that forget spells.

I think varied equipment is an excellent idea.  Unfortunately development is rather slow at the moment because I don't have a lot of free time.  I'll do my best.

Traditional Roguelikes (Turn Based) / A Quest Too Far 1.3 released
« on: October 09, 2010, 05:26:22 PM »
I've just finished version 1.3 of A Quest Too Far, my short roguelike about an ageing adventurer:

The new version features a couple of new monsters, improved 'graphics', and lots of bug fixes!

Traditional Roguelikes (Turn-based) / Re: A Quest Too Far - difficulty
« on: April 07, 2010, 07:46:30 PM »
They only get one move per turn.  However, there could have been a second one!

I'll test this (with invisible monsters showing), just in case.

Traditional Roguelikes (Turn-based) / Re: A Quest Too Far - difficulty
« on: April 06, 2010, 09:12:05 PM »
Hmm, I've never seen that bug.  Are you sure you knew where the monster was?  (it's actually a Wraith, but they're fully invisible without monster detection)

Traditional Roguelikes (Turn-based) / Re: A Quest Too Far - difficulty
« on: April 03, 2010, 09:50:33 PM »
Thanks for the feedback.  I agree that the witch is often too easy, especially if you still have the staff of disintegration or certain other very useful items left when you meet her.  I don't want to simply make her 'immune' to them because that's cheesy and takes power away from the player.

Where I disagree with you is that the witch only became too easy in version 1.2.  I've always been able to win something like 1 game in 3 (I do know the game inside out) and the witch was rarely the cause when I lost.  Also the change is slight (average 1 spell every 8 turns rather than 1 every 7) and she's better at using close combat attacks now.  The reason for slowing her down at all was that, in certain situations where you got to the end with very few items left, you couldn't kill the spiders as fast as they were summoned so the fight was totally hopeless.

I wonder if the solution isn't simply changing the rate, but perhaps by making her summons stronger to start with but weaker after a time?  Or I could give her another advantage - a guard or familiar in the same room perhaps.  Thoughts?

Traditional Roguelikes (Turn-based) / A Quest Too Far - difficulty
« on: April 02, 2010, 10:15:26 PM »
I'd like to know a bit more about how difficult people found my roguelike:

This is mainly to help me improve balance in future versions.  I'm probably going to make it a bit longer as well.  If you have any more specific comments, please make them below.

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