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Messages - HappyPonyLand

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next-gen CRPG

Is this a part of the joke? If it is, I don't get it. Also, I don't understand why people post about their shitty non-roguelike games here. Stop fucking doing it.

sry man, didn't want to hurt your feelings :'(

I understand it must be super stressful seeing other projects actually being successful.

Ah, thanks! It doesn't really aspire to have much "tactical" depth, it's more about seeing what kind of weird stuff you'll run into. I've never actually played WazHack and I didn't know about it when I came up with the concept, but I've been told it's very similar. :)

The telnet issues are hard to resolve (even getting keystrokes portable across multiple platforms can be a problem). You might have better luck using a more sophisticated client such as PuTTY (it can run in telnet mode in addition to SSH).

Traditional Roguelikes (Turn Based) / BASMENT DWELLERS on Greenlight
« on: June 04, 2016, 09:47:54 AM »


I've posted a couple of times about my game BASMENT DWELLERS. It's an epic, proc-gen, next-gen CRPG about killing monsters and taking their treasure. Not quite a roguelike but they have many things in common (turn-based, random map, permadeath, character progression, etc).

The game can be downloaded from or you can telnet 4000 to play online with shared scoreboard.

I've recently put this up on Steam Greenlight, mostly for laughs. If you have a Steam account, you can vote for it here:

Traditional Roguelikes (Turn Based) / Play BASMENT DWELLERS online
« on: November 22, 2013, 12:36:47 PM »
I have set up a server where you can play BASMENT DWELLERS with a shared scoreboard and compete against others. You only need a telnet client (PuTTY works). Connect to on port 4000.

Traditional Roguelikes (Turn Based) / Re: BASMENT DWELLERS 0.4
« on: June 16, 2013, 08:03:57 AM »
True, but it isn't designed to be played forever. There are a couple of interesting encounters that could throw you off, though. The late game needs some rebalancing, right now it doesn't really introduce any new challenges below level 10.

I'm working on a highscore system for 0.5, this should provide some replay value even if you have already mastered it.

Traditional Roguelikes (Turn Based) / BASMENT DWELLERS 0.4
« on: June 15, 2013, 04:05:06 PM »

I've released a new version of BASMENT DWELLERS. It's a very retro, minimal dungeon crawl. Not quite a roguelike, but what I imagine Rogue could have been like if early development had gone another direction.

You can get it from:

Traditional Roguelikes (Turn Based) / Re: The Slimy Lichmummy 0.40
« on: October 05, 2012, 08:16:12 AM »
There can be short sequences as well, even down to a single step. I would like to have enemies appear in bigger groups, and a couple of finishing moves (such as a health increase or all-directional on sequence complete) to make it worth the risk of jumping in between them.

Breaking doors should make noise (and attract enemies), failure could damage you or at least slow you down ("You strain your leg!") - we'll see. In the next version it will require a strength roll (having a crowbar gives a bonus), so it's already much harder.

Traditional Roguelikes (Turn Based) / Re: The Slimy Lichmummy 0.40
« on: October 05, 2012, 06:38:22 AM »
That's right: completing a damage sequence will rewind it to the first number. Doing something else than attacking mid-sequence will reset it to the start, including the initial waiting. I will probably remove the wait for unarmed attacks. There's still a piece missing from the system though: completing a sequence should not just do damage but trigger a special attack or action (this is where I will move stunning, wounding, etc).

The strenth aug doesn't give any damage bonus, only carrying capacity. For the next version I will (re-)add a general Strength attribute that will be used for carrying, breaking doors and maybe give a damage and throwing bonus at higher levels.

The boots were probably lead boots. They used to be cursed, but at least now you can take them off. 8)

I think I have found the Lurker bug, so it should be fixed for the next version.

Gas masks prevent eating and drinking (and I believe they say so in the description). There are many descriptions missing though, I'll try to fill them out.

The next big addition is going to be gas that lingers for several turns, that should probably make gas masks and synthetic lung more relevant.

Traditional Roguelikes (Turn Based) / Re: The Slimy Lichmummy 0.40
« on: September 26, 2012, 06:25:29 PM »
The numbers are the damage you will do with your next attack.

Alt+Enter should put it in full screen, it only scales to proper integers though (2x, 3x, ...). Maybe there should be an option for irregular scale ratios, but it really doesn't look very good.

Bleeding: First Aid ability or elixir, exoskeleton will make you immune. Maybe I should add a bandage item as well.

Traditional Roguelikes (Turn Based) / The Slimy Lichmummy 0.40
« on: September 26, 2012, 01:17:20 PM »

* GUI overhaul, rewritten in Allegro
* Basic animation in GUI
* Text selection in GUI (only Linux so far)
* "Fake diagonals" option in GUI
* Item browser scrolls in a different way
* Experimental joystick/gamepade support
* PgUp/PgDn in item browser
* y/n prompts accept Enter as "yes"
* [MORE] prompts accept Enter to continue
* Torches can now be applied even if they aren't lit (equipped)
* Key reference redesigned/updated
* Bugfix: Spells (Force Bolt, etc) should be more reliable to hit with now
* Bugfix: Up/down keys in browser
* Bugfix: (worn) in inventory replaced with item-specific string
* Bugfix: Labeling from item submenu no longer leaves the inventory
* Bugfix: Failed pickups now behave properly
* Bugfix: Item browser now shows "to pickup" when picking up
* Bugfix: Fighting blinded sometimes didn't kill enemies
* Bugfix: Fixed a couple of broken icons
* Bugfix: Heart Piercer now sorts with other bows

I made a mistake and the tool section of the tiles got offset by one... >:(

I knew about the inventory key bug but it seems I forgot to fix it. It should react to directional keys (already fixed this for the next version). I'm not sure about J/K, I might keep it as an option to use them for browsing but by default they should probably jump to index.

There's also the 'd'rop key, and - it seems I forgot to document this one entirely - you can press tab to bring up an item submenu.

I think I have fixed most of the scrolling problems now. The new inventory is designed as a hybrid that should work both for those that prefer index letters and those that want to browse freely. It will remain a bit experimental for yet some time but I should be able to find something that works for both camps. I personally find the new system much easier to navigate.

The new inventory can display item categories as well, but I disabled it before release since it got too confusing. Also there's the sorting - right now it sorts items that seem appropriate first, but I wonder if it should always sort items the same order and just jump to the most likely item.

There's a more in-depth discussion about this on the blog for those that care.

Traditional Roguelikes (Turn Based) / The Slimy Lichmummy 0.39 (ARRP 2012)
« on: September 16, 2012, 03:20:32 PM »
Hi hi hi

TSL 0.39 is out. You can get it at

I have also started a devblog at (beware of spoilers!)


* New menu system, inventory overhaul
* In-game options menu at ‘=’ (but it doesn’t save yet)
* Ability mapping, bestiary and the augmentation/facet screen also uses the new menu
* Ability shortcuts have fixed positions on screen
* Ammo is grouped in the inventory with their corresponding weapon
* You can partially id weapon damage sequences by using them
* Completing a damage sequences identifies the weapon
* Completing a damage sequence rewinds to the start without initial waiting
* Locked doors and keys
* Safe teleport option will prompt when you attempt obviously dangerous teleports
* Artifact auto-identification more interesting
* Crown of Thorns wounds you when you put it on
* Axe of Trollish Bloodlust
* Apply command is back
* You can assign powers when shapeshifted
* Bad book messages have different pacing and escaped monsters are sometimes in theme with the book
* Bugfix: Damage sequence no longer reset by save/load
* Bugfix: Save/load (64-bit)
* Bugfix: Map recenter (64-bit)
* Bugfix: Unequipping weapons now resets sequence properly
* Bugfix: EP regeneration
* Bugfix: Identify message used wrong article
* Bugfix: Flame hands expire message
* Bugfix: Suppressed equip messages for non-players
* Bugfix: Proper article for iron-shod staff
* Bugfix: The path to ascension can now be reached when floating
* Bugfix: Third person messages when weapons break

What's the use of mechanical arms and yuck potions?

Mechanical arms: Enable the Push ability, +2 throw range (this should be displayed in the augmentation info).

Yuck potions: None, really! It's just to add more options for use-identify.

Quote from: Legend
Would be nice if the inventory menus could be navigated with the arrow key.
I have vague plans for this, but it's low priority at the moment.

Quote from: Legend
It would also be nice if the game asked you if you wanted to play again or quit when you die instead of automatically closing.
This is also frequently requested but nontrivial to fix. I might have a look at it but no guarantees.

Quote from: Legend
I tried this as my tsl_conf file

Code: [Select]



But the game doesn't open when I do. I mainly wanted fullscreen.

It runs fine if I don't have the conf file, but I really would prefer to play fullscreen. Am I making the conf file right? Is it supposed to have * in front of the commands? Do they have to be on the same line?
It might be the newlines that are causing trouble. In the latest version you can also use Alt+Enter to switch to/from fullscreen.

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