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Messages - mrrstark

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Programming / Re: New language
« on: May 25, 2013, 05:07:43 PM »
Go looks very cool.
A non-OO take on interface and composition
Concurrency facilities built into the language

I played with it a while when it came out. That was like 3 years ago, it's seen adoption in server areas, I was always curious if it'd get enough graphical support to do a game in.

Programming / Re: More Free Tiles!
« on: May 13, 2013, 09:33:22 PM »
These sprites look awesome. Doubly so on the analog tv.

Flashbacks to that time my parents let me rent an NES and kept it in my room for a week ;)

Player's Plaza / Looking for Overworld/Story/Theme!
« on: May 11, 2013, 03:13:04 AM »
I'm finding that I have a very hard time getting into pure "this is another dungeon, get to the bottom" RLs.

For example, I love:
  • ADOM
  • Caves of Qud
  • Cataclysm
  • Tome 4's ok

But despite how objectively good & loved they are, I cannot for the life of me get into:
  • Crawl
  • Brogue
  • Angband
  • Lots of the minimalist or puzzly ones

Can you guys suggest others that I should check out?

I like having an overworld, non-linearity is a plus, multiple locations to visit, secrets to find, depth, lots of theme...


Off-topic (Locked) / Re: Looking for an RL for me
« on: April 23, 2013, 06:46:45 PM »
Caves of Qud uses a skill system for character advancement, you get points based on your Int and you spend them to buy the skills you want. Very flexible.

Even more flexible if you make a mutant character where you get to select and buy mutations at character creation and as you level.

Even _more_ flexible if you play a mutant with 4 arms, 4 legs, and double jointed mutations......

I just got my friend into Caves of Qud, he'd never played roguelikes and never played a game with ASCII graphics, and he's loving it.

Tip: there's an option in the options menu to "Disable Floor Textures" which toggles off a lot of the visual clutter that many people seem to object to.

Programming / Re: info files
« on: April 23, 2013, 03:34:53 PM »
The only drawback as I can see it is that people can spoil themselves by opening those files

Re: spoiling by using plain text, you could easily just store them encrypted or compressed. Any language will have a library for doing either of those. The files will be so small that any performance concerns would be moot.

If you encrypt: users can't edit, and can't spoil themselves.
If you compress: users can edit, they can spoil themselves, but it puts a small barrier to being able to do so to dissuade the casual user.

So funny that with this pseudo-retraction of even your 'demo' to on-request only....

Your gamejam entry into a competition where indie devs try their best to complete a fully functional roguelike game in a week to explore the genre and their own skills.....,
and maybe if they really feel taken by it will continue on later....

Turned into a Limited Time Access early dev preview! but really a market test for a Freemium vehicle.

Everything about this fails to resonate with the spirit of the competition.

What did you think of the humor?  This is our 1st pass at integrating black humor in the game.

I thought the humor was ok, but the panty-shot of the main character was a bit surprising, and out of place, unless the rest of your assets have that sort of vibe going on and you just didn't get to use them yet in this, your first 7 day sprint of your product.

Works for me. It looks beautiful. Surprising that this could be done in 7 days by a studio of 2 according to the website.

I'm not super clear on some of the gameplay elements, like if it's just a score thing or if there's a real win condition. Also seem to whiff a lot at the enemies, just started to ignore them really.

Challenges / Re: Looking for testers for Rodney (7DRL)
« on: March 14, 2013, 03:29:21 PM »
I tried it and also got confused by the controls. Not all keys on the keypad worked, and I didn't figure out how to pick up items. I stood alert a lot. And it wasn't clear whether it was accepting keypresses way too fast, or it was just keys not working as expected.

Challenges / Re: Slash's 7DRLs retrospective
« on: February 28, 2013, 11:13:34 PM »
I notice on your forums that people talk about CastlevaniaRL 1.26:

but I can only see 0.73 on the download page here:

Challenges / Re: Slash's 7DRLs retrospective
« on: February 28, 2013, 02:33:54 PM »
I really like and keep trying to get farther in CastlevaniaRL. CastlevaniaRL and DoomRL (with tiles) are the two RL's that got me into RL's at all.

I love the art, and the theme, character gen, everything. However, I also find it's goddamned hard, about the farthest I've gotten is the town a few times and that's like it.

I wish that it'd get developed even though I know it's not going to happen especially since as you say it's your oldest.

I need to give the other ones a try too.

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: February 21, 2013, 03:25:17 AM »
Good update on 0.3, i quite like the little "button tabs" you used for melee.
You could expand that idea by using it for picking up items too, since you already have tabs for AN item you're standing on, you could make it such that you get a tab for EACH item you're standing on and clicking that tab tries to pick up that item. A situation I hit a lot is that I'm standing on an item, bag's full, need to drop an item, but then the item dropped becomes the top of the stack and to get the item I want underneath i have to re-pick up the dropped item, move to another square, drop, etc. If you could interact with the item tabs, I could just click the one I want to pick up from the stack im standing on.

Also, Bug: I got to level 15, the boss came into the stairs room to attack me. I ran out, the wall sealed behind me, trapping the boss inside the stairs.. so now I think that game is done until I starve since I can't get at the boss.

Traditional Roguelikes (Turn-based) / Re: Any Vampire Roguelikes?
« on: February 15, 2013, 03:37:44 PM »
CastlevaniaRL ... if you can find it :)

Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: February 08, 2013, 01:02:55 PM »
The most simple, you should allow tapping your character to wait 1 turn. I know there's already a button for it, but that's a pretty standard control for mouse-based roguelikes, and I find myself trying to tap my character constantly while playing :P

I do that too, but I think it's kinda risky because if it's added, for sure you'll end up dying to monsters when you were trying to click them and you accidentally clicked yourself and rested...

Other Announcements / Re: Roguelike Radio podcast
« on: February 08, 2013, 02:10:46 AM »
I love Roguelike Radio, I like Darren and the rest of the hosts and guests.  But, I really would like to see Darren let the guests speak more, play more the role of an interviewer and less like a host.

So many episodes are essentially Darren informing another guest, and the audience, of his opinions. I agree with many of these opinions, but the thing is that I know them by now.

I'm more interested in what the guest, the author, the creator or designer has to say. Of course reacting is fine, but I find in 90% of episodes Darren dominates the guest(s).

I think if Darren just backs off a bit, even if it results in a shorter episode, asks some great questions and follow ups, I think it'll make a good podcast great.


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