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Topics - deepshock

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This will be the thread to follow for my entry into this year's 7DRL: Colosseum of Rogues.

As a member of the fighting game community and the roguelike community, I decided to take on a challenge: Can I plausibly merge both genres in a seven day proof of concept? Can I make FG concepts work in a turn based context? Only one way to find out.

The announcement post on 7drl.org: http://7drl.org/2014/03/10/deepshocks-7drl-entry-colosseum-of-rogues/

Day 1: I've given basic attacks a startup time before they resolve, and I've given the attacks and special moves recovery values. In addition, I've added a basic UI that shows both combatant's health values. Special move data is coded in, but the actual implementation thereof is incomplete. I'll provide an actual file at the end of Day 2.

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Traditional Roguelikes (Turn Based) / Bardess 0.7 PRC (2 year mark)
« on: June 12, 2013, 06:24:08 PM »
Bardess 0.7PRC (Peer Review Candidate) is up now.

https://sites.google.com/site/bardesstemp/home/current-version/bardess07prc.zip

Bardess 0.7PRC Changes:

- Finished all Greater Technique demonstrations

-Tiled contents information display in a window

-Reduced text spam upon walking into a trap

-Fixed mouseover bugs on target marking

-Fixed revival items. Document the difference between incapacitation and death.

-Fixed pathfinding crashes. Start with 360o strike demonstration and work from there.

-Fixed crash on closing the keybindings window.

-The game now displays AI units' last action and add previous actions to a list for each unit (including the active unit), with timestamps just like the general message buffer has.

-Implemented on-the-fly ally commands

-Implemented a basic wave mode.

I'll add more complexity and options to the wave mode, and continue bugfixing and updating documentation as needed.

3
Black Mage, in a hurry to get his quest over with and claim all the glory himself, has killed the rest of the party and rushed toward the great dungeon to retrieve the Quintessence Crystal himself! Can he do it?

The black mage, your character, has any one of 10 spells of varying MP costs that they need to use to deal with enemies. Fire spells have the most area, bolt spells have the most range and damage, and ice spells are somewhere in between. There's also the almighty Ultima spell with its massive range, damage and area, but it also costs an arm and a leg for MP. Finally, more powerful spells cost far more MP and time relative to their increased damage than the weaker ones.

There are 10 floors in the dungeon, at the bottom of which is the coveted Quintessence Crystal. He can pick up curative items off of the bodies of defeated foes as well.

Status ailments:

Scared- Can't target spells. They automatically fire at the black mage's location.
Stopped- Can't move
Sapped- Taking damage over time
Silenced- Can't cast spells.

http://7drl.org/wp-content/uploads/2013/03/BMGR-Final.zip

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Incubator / Bardess 0.6ANX migration testing thread.
« on: July 25, 2012, 07:08:34 PM »
As always, it's here.

https://sites.google.com/site/bardesstemp/

I hadn't exactly been fast with updates. After wrangling in vain with Mono, I decided to check on ANX, and it was exactly what the doctor ordered. In the worst case scenario, things will be as they'd been since 0.6 PRC.

Roguebasin Entry:

http://roguebasin.roguelikedevelopment.org/index.php/Bardess

(Crossposted from Announcements, on the advice of Darren Grey)

5
As always, it's here.

https://sites.google.com/site/bardesstemp/

I hadn't exactly been fast with updates. After wrangling in vain with Mono, I decided to check on ANX, and it was exactly what the doctor ordered. In the worst case scenario, things will be as they'd been since 0.6 PRC.

6
Introducing Bardess version 0.6prc, marking one full year of development:

*Shade's Sprint UA replaced with Dash (a teleport of sorts)

*Burkhard's Mark UA targets enemies now, instead of choosing the closest one automatically.

*Speed system revamped. Recovery formulas streamlined.

*Unbreakable Stride now nullifies instant kill attacks without being consumed.

*Shade's Blinding Speed greater technique (learned at level 4) replaced with Bloodlust, which heals Shade whenever she deals damage for a limited time. It does not recover max hp.

*Unique Ability and Weapon tutorials (13 total) put into "events and challenges" mode. Walls, units and unit locations can be put in and modified easily, and non-randomly, by me as I create new events. I have 112 more planned for future minor versions.

*A more informative HUD. It now shows the weapon, armor, and unique ability of the unit in question. The longsheet ('L/l' key by default) now has weapon, armor, move recovery and attack recovery information.

As always, you can find it here.

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Early Dev / Bardess 0.52 (Updated Mar 23, 2012)
« on: March 05, 2012, 04:02:50 AM »
This is essentially a bugfix for 0.5. My testers had found quite a few issues with 0.5 while I was on the move. In the past few weeks, I've made an extensive effort to fix them and restabilize the game.

Improvements:

*HUD is more legible, flexible with window size.

*Allies show their recovery value in addition to their current HP in multi-character games.

*Allowed log saves after defeat and victory, with frame timestamps.

*Improved the timing system. Actions don't happen in chunks anymore, but on the frames they're supposed to.

*Greater Techniques are significantly faster. Before, it was a crapshoot getting them out at a time you were even remotely threatened.

*Concentrate (Makura's Unique Ability) has a recovery cost of (5000/speed) instead of a flat 100.

*Changed the way the Life Surge trait and the Lament of Life greater technique work. The life surge causes gradual HP regen after 50 frames without taking damage. LoL will immediately bring HP up to the maximum (without healing wounds) after 50 frames, and it will cause regeneration as long as it's active. LoL still causes a healing song's worth of HP restoration once it's activated.

*Makura's second lesser technique (Suppress) has been replaced with Divine Shout, a range 0, area 3 ability that knocks foes back by a distance based on Makura's technique value. The LT was meant to close a very serious gap in her ability to deal with ambushes and surrounding enemies.

*Glyphs that accelerate technique recharge now do it based on a fixed percentage of the cooldown the technique has rather than the damage dealt.

*Downed characters can get autorevived after spending 1000 frames downed, as long as Makura is in the party at level 2 or greater. They get up with very little HP, but regenerate it immediately.

*Allowed the option to suppress allied messages

*Removed second-person and gendered language from messages, to keep them from being chained to a specific perspective

Bugs fixed:

* Fixed a latent bug with timing in which ranged weapons requiring a target could be fired off infinitely as long as the user didn't move, with no response from the rest of the game.

* Confusion, charm, fear and provocation now work as intended. They will render a unit uncontrollable and force an active unit switch if a party member is hit with it and there's another party member that's unaffected. Fear prevents melee attacks and halves the rate of ranged ones in the AI. Provocation prioritizes melee attacks above all else. If the only conscious unit is affected by these statuses, it will still act automatically for the duration.Confusion randomizes nearly every aspect of artificial intelligence while avoiding impossible actions. Charm will change targeting choices based on unit alliances.

*Status durations no longer tick down during invalid actions.

*Fixed out-of-bounds errors with knockback techniques pushing units to the edge of the map.

*Fixed a bug that prevented AI characters that had greater techniques costing 50000 power from using them

As always, the game can be found here, and the wiki entry can be found here.

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Link here: https://sites.google.com/site/bardesstemp/

This is a beta of a roguelike game in which you choose a party between one and six characters (Bard, Guardian, Ranger, Mage, Hunter,
Pugilist) and fight to get to the 20th level of the dungeon and defeat the Ascendant Bard. Each party member can use a unique ability and an
array of lesser and greater techniques. Leveling up is done by descending further in the dungeon. Time is divided up into 'frames', and every action has 'frames' of recovery before a unit can act again.

Not everything will be available/fully ready. If there are any bugs/issues, feel free to let
me know so I can make this game as enjoyable as possible in the full version.

In addition to the standard dungeon crawl, there is the option of a simple combat demo, which represents the earlier state of the game.
Choose how many allies you want to fight with, and how many foes you want to fight against. Rout them to win.

W: Move up
A: Move left
S: Move down
D: Move Right
1-0: Lesser Techniques 1-10 (Acquired one by one, at every odd
numbered level)
R: Use ranged weapon
T: Use unique ability
Y, U, I, O, P: Greater Techniques 1-5 (Acquired one by one, at every
fourth level)
G: Get item off of the ground
H: Basic Help
L: Long-form character sheet
Z, X, C, V, B, N: Switch to character 1-6
M: Use item
<: Ascend through up stairs
>: Descend through down stairs

/: Wait one frame
Enter: Accept the location of a targeted technique
Esc: Cancel a targeted technique

'ssss.exe' is the file.

Screenshots:

http://i829.photobucket.com/albums/zz219/deepshock/bardess1.png
http://i829.photobucket.com/albums/zz219/deepshock/bardess2.png
http://i829.photobucket.com/albums/zz219/deepshock/bardess3.png
http://i829.photobucket.com/albums/zz219/deepshock/bardess4.png
http://i829.photobucket.com/albums/zz219/deepshock/bardess5.png

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