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Topics - Psiweapon

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1
Traditional Roguelikes (Turn Based) / ARRP - PRIME 2.3a release
« on: September 21, 2013, 11:13:43 PM »
*static*

Ahem ahem, can you hear me?

*mic feedback*

Hello, ladies and gentlemen, I present to you the a new version of PRIME: 2.3a - Metapsychics, and a new homepage to boot: http://www.pesky-reticulans.org

Sadly, the machine spirits appear to be in rebellion and Ancient is not available to give this announcement, since he's too busy reciting ancient incantations to soothe and subdue the restless machines. I would like to wish Ancient the best of luck in his time of need.

Version 2.3a now includes a ton of bugfixes since 2.2c , such as several crashes involving doors, invisible stuff glitches, and other nasty bugs lurking in wait to collapse the dungeon or boggle your mind - No more negative amounts of floppy disks! No more vengeful doors that crash your game when you attempt to optic blast their lock!

This new version also includes several new features. Metapsychic faculties now govern characters' proficiency in broad areas of mutant powers, there are new mutations to be gained and several new character classes which rely on mutant powers - the whole psychic powers aspect of the game has been double-enriched with an infusion of metacreative crystals of annelid origin.

There are also new items, such as the Blood Sword or the Cryolator, and even more Sci-Fi references from beyond the outer limits.

Windows binary

Linux i386 binary

Linux x86_64 binary

Changelog rendered in excruciating detail

I hope I didn't commit any blunders here, now go grab the game and give it a whirl!

2
Incubator / LambdaRogue feedback thread
« on: June 16, 2012, 02:24:29 AM »
Ok, so I finally downloaded it and I'm trying it. It's new for me.

I don't know where the feedback was supposed to go so feel free to move this.


So far, the intro is really dramatic and with very polished aesthetics. The music really adds to the immersion (reminds me of the Arcanum OST).

I've created Aelita, an archer, daughter of a thief, and following... Hermes, I just can't resist. I'm not sure if the bonuses will come in handy or not.

In fact, the stately music rocks (so to speak). I'm not very keen on the idea of using photos for illustrative slideshows, but it's well done and I do like the photos themselves. It goes well with the UI style too.

The fact that Sister Shara is esp. interested in something called the Sanguine Cuirass of Ares bothers me - shorthands like that one break suspension of disbelief (It makes the text feel less like someone talking to you)


Ok, I got killed trying to tear the monster hive down.

Other complaints so far:
-What are skill points for? Are they allocated in some screen? Do skills train automatically? Does this appear anywhere in the (?) menu?

-What the hell is a dry potion? What does that even mean?

-Having the game tell me: "Cannot unequip fairy dagger. Remove two-handed bow first" is frustrating. It'd be much easier if instead it prompted me: Remove two-handed bow? (y/n)

The detail of sitting down to regain PP is pretty nice, that HP doesn't regen on it's own, not so much - at least you start with a nice number of aspirins.

3
Classic Roguelikes / Crawl and Brands
« on: March 06, 2012, 07:52:15 AM »
Is it me or the first requisite for your character to actually go somewhere is finding a venom-branded weapon?

For me, venom brand = get to the snake pit or somewhere that deep

no venom brand = get killed at some random point before Dungeon 10

4
Traditional Roguelikes (Turn-based) / That ninja...
« on: March 01, 2012, 01:31:45 PM »
...who managed to steal a mini computer and some floppy disks is faring pretty good.

Reached Robot Town without problems, but after some price identification and other shopping, I forgot (truth) to pay for a floppy disk of identify, so after a while the whole throng of shopkeepers was after my hide. Fortunately at some point I had picked a plasma rifle, which sadly I had to put to good use. Managed to retreat to the long corridor that leads to the sewer entrance, and fried all the bots. Unfortunately the docbot decided to join in the fun too, and he lasted the most, but after some dirty probing that pervert fell too.

Now everything in town was mine - most of all, a beam saber which I had the luck of being able to enchant to +3, which would be my main tool of killing from that point on.

I entered the sewers. The usual hodgepodge of ninja turtles, mutants, fungal beings from Pluto and other scum that gathers in the sewers quickly found death in a flurry of laser slashes and the occasional handful of boomstick. By this point, I was already drunk with power.

Now comes the odd unidentified canister. I've already seen Rad-Away, Restoration, even had a good fix of Gain Ability. What is this? After some scanning, it's revealed to be a canister of mutagen. What the hell? I chug it down.

And it grants me HASTE! Together with my above average agility score, the pink equipments and a pair of leg enhancements, my speed boost rises to +55.

Only the last brotherhood paladin in the waste treatment plant made a heroic last stand. That damn power fist and the sudden appearance of some radscorpions put me on a tight spot. I lost my energy sword in the confusion (damn I should've kept that old katana as a backup!), and they managed to corner and almost kill me.

But in the end I prevailed, even if weakened, grabbed my sword and a hazard suit and set to go back the way I came and explore the rest of the derelict space base.

5
Programming / Lore and Fluff in Roguelikes
« on: February 16, 2012, 01:39:22 PM »
So, Ancient and I are working hard on PRIME... Okay, you can say he's working harder if you want  ;D

In any case, we have to collect and come up with BUCKETLOADS of lore entries, and we already have three or so styles all set up, but I could very well do with some thoughts about the matter if any one of you is kind enough to share them.

Another thing I'm interested in knowing is how much of a turn on/off is a humorous bent in fluff, and which other "tones" the people around here like in their games (tragic, epic, plain scary, abstract and cold, etc.)

6
Programming / HALP!
« on: May 19, 2011, 01:01:01 PM »
Hay guise.

I'm working again on my ZAPM version and the debug breaks at a line which previously gave me no problem, giving a system null reference exception, which if I'm understanding clearly is a reference to an object not defined as a particular object.

Do you have any idea what should I hunt for? the debug messages aren't really helpful taking into account my lack of ninja skillz.

7
Classic Roguelikes / Looking for Crawl suggestions/advice
« on: March 18, 2011, 03:36:37 PM »
Hay guise. Lately I've taken to playing ice elemental draconians.

I started playing crawl just a few weeks ago, and I like a lot the wacky races and backgrounds. I've played with ghouls, mountain dwarves, berserkers of different kinds, and demonspawns, but so far I've advanced the most with draconians.

I tend to follow cheibriados (I guess that isn't the best idea, but after all, it's a question of faith), or some god of magic (vehumet and sif muna?)

So far I get killed around levels 8-10, I've entered once in the orcish mines, I like my sewers too, any tough crawler advice to make my characters more badass?

8
Programming / What do you consider classical features and mechanics?
« on: March 09, 2011, 04:22:30 PM »
I'm thinking about some common features that aren't present in zap'm that I might implement in the future, but i'd like you to point me to some other roguelike features you consider I might not have thought of.

Off the top of my head:

-Food clock
-Races
-Gods/praying (this would look very different in any case)
-Digging
-Engraving
-Manufacture of items (elvish, orcish, that kind of thing, I don't care much for that)
-Bones (I'm sure I'm not able to do this and won't be in a long time)
-Wishing

anything else? Most of them sound like a tough nut to crack for me, but I hope I'll be able to pull off a couple of them...


9
Programming / Anyone want to pitch in with references?
« on: March 08, 2011, 02:45:17 PM »
Hay guise  ;D

As you already know, I'm wasting my time developing a zapm version/variant/whatever.

Do you have any funny or interesting references, from sci-fi in general, other games, or roguelike games that you think I should implement?

10

;D HAY GUISE.


I have updated Prime to v1.5!

I have added several new monsters, three new professions, and more items as always.
I have also released the 1.5 source.

I'd love some feedback and bug reports  ;D


New monsters:
U: Very high level psycho bitch.
Z: Sometimes friendly, well-armored, CC, the letter comes from the name.
Z: Shoots green stuff, slow, the letter comes from the species.
@: Knights in shining armor.
g: Goes boom. Low-level nasty.
z: low-level, quick, the letter comes from the species, appears in packs.
G: corrupted extraterrestrials
@: crazy marines (watch out for their armor)

You can get it at the homepage http://primetheroguelike.galeon.com/
Or if you're just as lazy as me, here: http://galeon.com/primetheroguelike/PRIMEv15.zip  - it'll show a stupid page, but just go to the address bar, press enter and it'll download alright. I think.

Windoze executable only for now (my apologies u.u), the source for v1 and v1.5 can be found at the homepage.

PRIME tops ZapM with:
-Longer dungeon branches.
-Two more character classes.
-Colored canisters!, with more descriptions.
-More, better equipped monsters.
-More informal identification.
-More items:
  -Cloaks.
  -Plasma weapons.
  -Unarmed weapons.
  -Melee weapons.
  -Armor.
  -A couple more here and there.


And now for the not-so-small print:

ZapM is a game by Cyrus Dolph which you can find at www.zapm.org for the super price of 0 buckazoids.

KNOWN ISSUES:
Occasional canister without description  :-\
-Fix'd in v1.2  :D
Scrambled non-randomly generated monsters!!  :-X -1.4 released because of this

11
Programming / Developing a variant
« on: February 22, 2011, 10:49:16 AM »

 Ummm, HAI GUISE.

 For my first attempt at doing anything related to roguelikes1, I'm going to make a ZAPM variant.

 Does anyone feel inclined to warn me of any common pitfalls of variants and developing them? Like I   shouldn't, to begin with?

 Has anyone played ZAPM and got any YANIs that they would like implemented?2



1: Besides playing them and dying like a biatch %D
2: No guarantees: my craptastic ninja skillz are on par with those of a drunken margarita-stealing beach monkey.

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Traditional Roguelikes (Turn-based) / ZAPM - some trouble
« on: February 15, 2011, 12:42:20 PM »
Hello people. First post here.

Recently I've discovered ZAPM and I've more or less fallen in love with it :P

The problem is, I can't compile the sources, the compiler always get stuck with some classes declaration.

Any folks here got any clue about that? Has anyone compiled ZAPM successfully? Any general recommendations?

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