Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - ido

Pages: [1] 2 3
After a long while Cardinal Quest 2 is finally out on steam!

Check it out and please spread the word if you enjoyed the game :)


IRDC US - Do you want to give a talk? Also help.

I'm looking for speakers for a potential US version of IRDC to take place in Atlanta (Georgia Institute of Technology) this summer. Having some cool talks and demos would definitely help push things along.

Secondarily I'm looking for an idea of how many people would actually show up. I've brought up the topic here before and responses seemed decent. It seems clear that most people will NOT fly across the ocean for IRDC, so we will probably just end up with two versions.
Thirdly I'm looking for someone to help me organize.

Other Announcements / "Let's talk about IRDC 2015"
« on: October 17, 2014, 08:23:21 PM »
Just in case you're not checking the newsgroup anymore:

"Let's talk about IRDC 2015"

Other Announcements / IRDC 2014 Berlin, vote on dates
« on: December 13, 2013, 08:31:04 AM »
as someone ask to vote on the date for the next IRDC in Berlin, please mark your availability in this form:


Other Announcements / IRDC Berlin 2014!
« on: October 28, 2013, 07:54:15 PM »
usenet thread on google groups:

it has been a few good months since IRDC 2013 in Poznan, graciously organized by Radomir Dopieralski. The time has come to decide upon IRDC 2014.

Please post your location/time suggestions below only if *YOU PERSONALLY* are willing to organize it in said locations. Don't post "would be nice if someone would do it at x", unless a specific someone already said they are committed to organizing it there.

Time should be at least a good half year or so from today, so as to give people ample time to make sure they can arrive.


See 3rd message on this thread, location has been chosen. vote on the date!

The date remains at 9-11 may 2014, see results below.

Traditional Roguelikes (Turn-based) / The evolution of Cardinal Quest
« on: November 16, 2012, 08:15:07 AM »
There is no design sub-forum, so I'm posting this here instead. I’ve been doing some soul-searching about the design of Cardinal Quest, my first commercial indie game, released about a year ago.

As you may know there is a Cardinal Quest 2 in the works by my partner Ruari O'Sullivan, who worked with me on the later versions of CQ1. CQ was released early when I ran out of money, and we’ve worked to fix bugs and add unimplemented features in the first few updates during the first few months post-release. At some point (after the torch has been handed over to Ruari, and after the critical bugs have all been fixed), the planned changes became great enough that he has decided to make a sequel instead of incrementally adding to the original game. So many of the additions to CQ2 are actually features I’ve planned for 1 but didn’t have the time to implement in the original.

So far so good...Now lets go back a couple years to the original prototype that CQ eventually emerged from (you can play that old prototype here and the demo of the final game here). At the time I have written a fairly comprehensive design document for the prototype ( The main thing you’ll notice is that it has a lot less content than the final version. Another (more important) difference is that each character class only had a single “special ability” (this was later replaced with the spell system that gives each class a different starting spell and lets you find spells in the dungeon and equip up to 5 of them).

“Old Cardinal Quest” was more removed from RPGs than CQ1 and closer to arcade games like gauntlet or golden-axe (which is the source of the 1 special-ability per class inspiration). It was planned as a game I could complete in a couple of weeks and that would have more or less everything a “real” roguelike/rpg has - items, magic, class, xp, weapons, etc.  As I started taking that prototype into the direction of a commercial game I expanded on it and introduced more elements from traditional RPGs (like the aforementioned spell system). CQ2 then continued in this trajectory and went even further with talent trees that you advance through when leveling up, merchants you can buy stuff from, a lot more options to customize your build via equipment, and of course simply loads more content.

However, I have been thinking lately of a “Cardinal Quest 0” of sorts, that would go more in the direction the old prototype came from, and then maybe even further into arcade beat-em up territory. Starting from the current latest version of CQ1(not 2!) it would include:

  • Removing the inventory screen completely and simply replacing your current gear with new items you find on the level. Instead of destroying the previously equipped items it will leave them on the floor to give you the chance to regret picking up a new item. This will further streamline the already streamlined inventory system of CQ1.
  • Removing multiple spells - you only got 1 equipped spell and walking on a new one leaves the old one on the floor, same as items.
  • Removing the meaningless leveling up - instead of healing you and increasing your HP, “leveling up” only heals you. This would also allow us to get rid of the vitality stat.
  • After removing vitality might as well also merge attack & defense stats into a single “combat” stat
  • Removing the fairly trivial randomized “enchanted” weapons, and probably significantly reducing the amount of stuff you find in the dungeons while we’re at it. Maybe going more in the direction of double dragon, where you don’t really find new weapons very often but it’s always cool & exciting to finally get a new one.
  • Removing all consumables except healing potions. In practice they are rarely used and just add unneeded complexity to the game. While we’re at it lets also remove the lives and just give the player healing potions a bit more often.
  • Some spells will probably be removed too...Some of them are really not that effective, better have few spells that really rock than lots of “OK” ones.
  • This is more of an interface change - remove the “go to next level” key & just make sure the stairways are never placed in corridors & make stepping on them go to the next level immediately.
Added after edit:
  • Probably remove most items that aren't weapons
  • make maps smaller & clearer (e.g. fixed start/end position so you'd know where to go to)
  • recharge spells only for revealing map tiles for the first time? and probably permanently remove fog of war for those tiles.
  • remove the wait key.
  • use a variation of Ulf's IRDC idea: a rotating wheel of values determines the amount of damage the player causes when they attack, with the value stepping every turn (instead of every time the player attacks as in the original idea). Need to consider if & how to represent that for the monster attacks.
  • introduce a simple & tight food-clock to prevent people from gaming the damage wheel system. This will simply be an integer value that decrements every turn and that can be replenished by picking up food in the dungeon (used automatically when picked up).
  • add environmental buffs (trivial example - 1-use fountain of healing).

There are probably more thing I can think of, and most of them would comprise of removing stuff from CQ1...And thereby pushing the game closer to a turn-based beat ‘em up and further from roguelikes and RPGs.

Thinking of arcade games I even considered the option of real-time but decided against it. The fact it's turn based is to allow me to crank up the difficulty all the way up without making it a dexterity challenge. Most of the time you play it like a real time game, only the game stops the moment you stop if you want to consider your current situation for a moment (while also allowing you to define your own rate of play).

I think my main worry at time was that the game will not be taken seriously by hardcore roguelike players due to not being “deep” and full of options like nethack and DCSS. In fact for a long time I made sure to never call it a roguelike (the word was never mentioned on the homepage) in hope that that will prevent such players from complaining that it doesn’t “measure up” as one compared to the old guard, since it was never meant to scratch the same itch (it didn’t, they still complained that “nethack is free & 100000 bigger than this game!!!”).

It took me awhile but I eventually accepted the game for what it is & today would have probably been able to embrace it better than I did at the time, when I was really trying to serve two masters - one being the arcade dungeon crawl and the other a roguelike.

What do you think?


Traditional Roguelikes (Turn Based) / Cardinal Quest 2 on greenlight
« on: August 30, 2012, 06:27:07 PM »
You wanted Cardinal Quest on Steam? Well you can't have it! But vote for Cardinal Quest 2 and you might get this one:


Other Announcements / New Android Bundle Including 2 Roguelikes!
« on: June 19, 2012, 11:16:36 AM »
IndieGala mobile bundle has the android version of my game cardinal quest and a bunch of other games:

  • Cardinal Quest
  • Legends Of Yore
  • Smiles & Smiles HD
  • Great Little Wargame
  • Pitiri 1977
  • Turba
  • Manor of the Damned

Check it out!


my roguelike Cardinal Quest is on a bundle on gamersgate with 5 other games, check it out!

You get 6 games for $6:
  • Kenshi
  • Cardinal Quest
  • Black Market
  • Wanderlust: Rebirth
  • Devil Whiskey
  • Steel Storm: Burning Retribution

You can also pay more and anything beyond the base price goes directly to the developers!

Traditional Roguelikes (Turn Based) / 7DRL Success: Fuel
« on: March 18, 2012, 09:12:20 PM »
without further ado, here is our 7drl Fuel:

In Fuel you play a space miner and your singleship has burnt out the monopoles that power its engine (also the resource you mine for). You land on a large asteroid to look for more monopoles, finding a likely looking crater you start your decent. You need to find 5 monopoles to refuel your ship.

The roguebasin page includes screenshot and executables for windows, mac and linux (32 bit).

Spent a ton of work on this one, hope you enjoy it as much as I enjoyed working on it :)


Other Announcements / 7DRL - web vs. native vs. ssh?
« on: January 31, 2012, 02:34:17 PM »
As the 7DRL challenge nears upon us, I am wondering what I can do to make sure the maximum amount of people give my 7drl a go.

In the poll you will find 5 options, pick as many option as you want in case you are as likely to play a 7DRL in more than one form (assuming all else is equal).

Personally I vote for the two web versions, as it allows me to try out a game quickly without the need to mess around with copying files or running installers.

How about you?

Programming / One Day Roguelike Challenge - December 2011
« on: December 08, 2011, 07:45:28 PM »
From the people who brought you the 1kb Roguelike Challenge, Yet another one of the silly challenges originating at the roguelike development irc channel has been proclaimed:

The One Day Roguelike Challenge (December 2011)

Choose any time from Thursday, Dec 8th to Sunday, Dec 11th and make a roguelike game in 24 hours!

And don't forget to list yourself in the above-linked document!


the entire story is explained in my blog, the tl;dr version is that you can now play Cardinal Quest Classic for free!


Some screenshots:


Other Announcements / Cardinal Quest is on a pay-as-you-wish!
« on: October 18, 2011, 12:15:57 PM »
Cardinal Quest is now on a pay-as-you-wish (minimum 1$) sale on indievania for a limited time only!

Check it out and tell me what you think!


Traditional Roguelikes (Turn Based) / Cardinal Quest 1.0 Now Available!
« on: August 11, 2011, 08:03:35 AM »
My game Cardinal Quest is now finally available on for windows, mac & linux!

Cardinal Quest is an arcade-style dungeon-crawler inspired by 1980s classics such as Gauntlet, Red-Box D&D and Golden Axe: Choose your champion and begin your quest to slay the Evil Minotaur!

Three distinct characters await you, each providing their own unique experience:

The Fierce Fighter - who can stir himself into a berserk frenzy.
The Stealthy Thief - a mysterious assassin who dispatches his foes from the shadows.
The Mystical Wizard - able to bend the forces of the elements to his will.

Have fun,

Pages: [1] 2 3