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.

Messages - IBOL

Pages: 1 ... 5 6 [7]
got this done tonight:
- reduced amount of healing from HEAL spell.
- made sun more likely to light additional rooms.
- reduced effectiveness of mana feast
- made rage, scholarship, divinity decrease the other two stats.
- reduced range of revelation spell
- now allowed to buy food & arrows even if inventory is full.

oh jeez,
i didn't even know this was here [embarassed emoticon]
thanks, will review, take suggestions, and improve.
sorry for thinking you hadn't responded,
i was checking the wrong random realms thread

(ok so i read it, some things will definitely be fixed/changed fairly soon)
- wand = Mana Crystal? is that a good name? and stacking within element is good.
  also 'equipping' wands is a good idea.

- great idea on the 5/10 depth playthrough.
- about spells becoming obsolete: they actually do scale up with your level and abilities. granted, kill will always be more powerful than hurt, but higher level spells have an added 'hunger cost' also. i will work on scaling/balancing

- ice shield / fortification: how about this: ice shield increases your defense, but fortification actually reduces the amount of damage you take.

- rage, etc. making rage decrease the other stats is a great idea (also scholarship/divinity) . that way you can't just super-power-up everything.

- will reduce the power of mana-feast, revelation, and healing spells.

- boss monsters are a neat idea also, but will take some work.
 i've always toyed with the idea of "demons" that aren't A-Z but higher, weirder characters. maybe that's a use for them. and they can drop equipment.

Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: March 04, 2012, 05:10:08 AM »
ok, so now i'm gearing up for 7drl 2012! march 10-18.
recompiled DOH on my own machine, guess i should re-upload huh?

Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: March 02, 2012, 04:42:18 AM »
man, this is such a nice boost! thanks for trying it.
yep, i guess everything else needs to be re-done too (DOH)

Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: March 01, 2012, 07:59:47 PM »
OK, here it is , please try it:
(original thread page, download link in first post)
OR directly from here:

Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: March 01, 2012, 01:42:41 AM »
hi, i will re-compile, and re-package, etc.
see if that helps. i will find a way to get it to you...
yeah, me & david gervais did GOTG, and a space trading game,
and a space RTS game together... trying to do something again,
but i am discouraged with tgc/bark basic right now...

well, if you want a rogue-like dungeon crawler that's easy to use and get into,
i'd suggest my game, Random Realms.
you can set the difficulty, and even the number of levels you need to complete to get to the end...whether you beat the big bad guy is up to you.
it is designed to be streamlined , and the comands are simple, and help files are available.
there's a full magic system, infinite treasures, and no curses!
try it out, it's definitely designed for people interested in the roguelike genre,
who haven't gotten into the really complicated, difficult games.

Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: March 05, 2011, 04:48:48 PM »
Thanks to feedback from the roguelike community,
improvements have been made to Random Realms,
and a new download is available here:

A description of the game game be found here:

Among the changes made in this version:
 - yuhjklbn keys can be used for movement, if you hold  [control]
 - "run" feature ["] (quotes key, no shift needed)
 - fixed stairs to look more like other RL stairs, and the > key (with shift) will now take you down.
 - added an "Auto-Explore" feature. [Control-X]

Traditional Roguelikes (Turn Based) / Re: Random Realms released
« on: December 21, 2010, 05:08:21 AM »
Hi, I didn't know this was here, but i'm really glad to see it, much thanks to getter77
 / brian.
I welcome any comments, and will try to improve the game based on them. There's already been a first update, and more things planned for the next. so...
for Jo's comments:
  "setting difficulty" : glad you appreciate it.  i like a lot about roguelikes, but i really hate YASD, and how hard they tend to be. That turned me off. So i tried to give players new to the genre a few options so they could get into the game, while still offerering perma-death and legendary monsters and 30 levels to the seasoned roguelikers.
  "can't find the exit" : there should always be one (or 3 on a maze level!) , and if the game didn't give you one, i apologize. worst case is, you quit the game, reload, and play a new level over again (if you're >50% health).
   "scrolling text" : You're right, that is distracting. I like being able to see my old messages (if i missed them the first time) , but i can change the way in which they scroll (only when new msg added).
   "move faster" : someone pointed out to me that i need a run feature. probably true. i can also allow the player to set (reduce) the delay between actions.
   "character classes" : this is just flavor really, related to your attributes, skills, and magic use.  
   "laptop friendly" : sorry. currently, you can use the actual number keys at the top 1-8 as directional keys: 1=N, 2=NE, 3=E, 4=SE, etc. I suppose i could work out that roguelike standard. is it really yku/hl/bjn ? that seems so awkward to me (sorry)

but thank you so much for all your time and attention. the game will improve.

ps: what site did you have a hard time logging on to? anything to do with RR? was it the dark basic site?

Pages: 1 ... 5 6 [7]