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Messages - Zireael

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436
There is a beta module available from te4.org - http://te4.org/sites/default/files/game-modules/veins/veins-0.11.1.team. Report any missing tiles here. I want to get the best tileset I can before 1st Dec (the ending of the modules contest)

437
There is a beta module available from te4.org - http://te4.org/sites/default/files/game-modules/veins/veins-0.11.1.team. Report any missing tiles in the Feedback section of the forums. I want to get the best tileset I can before 1st Dec (the ending of the modules contest)

438
Programming / Re: Realism in Roguelikes
« on: November 17, 2013, 09:46:29 AM »
I believe "robust mechanics" are "cohesive mechanics" aka mechanics which fit together.

That's why I'd pick 6-7 attributes - I believe 2-3 is too little and 7+ is needlessly detailed.
Alternately, a system based on the four elements sounds cool, too.

439
So, feedback: 

The new graphical interface looks very nice, and I noticed you implemented hunger.  Cool.

I am having some problems with bugs, though.  In most of my games, it seems like after a few minutes of play opening the inventory screen leads to some sort of error message, and then that screen then becomes inaccessible.   On my most recent character, just walking over an item led to an error message.  I did send error reports like the game asked me to, if that helps any.

I think that what you have done so far is a major accomplishment, though, and I'm definitely going to keep following veins of the earth.

I've identified the cause of this yesterday evening (an item is generated without a name somehow) and I am going to try to fix it ASAP.

Thanks for the kind words!

440
Programming / Re: Realism in Roguelikes
« on: November 14, 2013, 09:46:45 AM »
It's a matter of how much you love numbers. I don't like stats like charisma that merely affect shop prices and such. For me, a more interesting mechanic would be different gender combinations interacting differently. It would be more realistic too, I think. Is there any game where a female PC gets lower prices if the shopkeeper is male?

ADOM as far as I can remember. I think ToME 2 did it too, in the past.

Gry3ling: I think 6 are ideal as long as they are all useful. I've added Luck, because I felt it was missing, but I wouldn't exceed 7 attributes in any case.

441
those new tiles look good. Much better than the old t-engine ascii. I did have one problem though - I started a character who began in a room filled with ice floors and I could take on step and that was it. I couldn't move again. I presume that I was failing balance checks due to the ice floor, but it didn't make for much of a game.

Balance checks are a bit of a problem in that you need two in a row to move instead of one - and I have yet to figure out why.
The fact that you were unlucky enough to spawn in an ice room is just proof that this is a roguelike game :)

P.S. Thanks for the kind words!

442
We're at 0.11.0 now.

Gr3yling, any feedback?

443
Veins of the Earth are pretty much single author game, if you disregard Seb's contributions.

444
A new release, named "A thing of beauty", is out!
Grab it from here. ModDB download to come later.

Among the major changes, we migrated to T-Engine 1.0.5, so there might be some engine bugs (I hope not!)




CHANGELOG:

* bug fix: shadow armor lua error fixed [Seb]
* bug fix: apply increased Str bonus to two-handed weapons
* bug fix: chasm displays its proper name in tooltip
* bug fix: hotbar no longer covers the log on some screens
* bug fix: random naming for potions and scrolls now works properly
* bug fix: you can no longer spend one more skill point per level than intended
* TILES - using David Gervais 32x32 tiles with some new tiles made by me
* new spells: identify; improved identify, mage armor [Seb]
* new items: cursed items (bracers of clumsiness, potion of poison, potion of inflict light wounds and others); ring of darkvision
* split feat dialog into 3 columns
* add proficiency requirement to shields
* adjusted magic item drops
* Balance DC 15 or Jump DC 30 to cross a chasm
* character sheet split into two tabs; skill breakdown as a table
* containers
* show message log screen finally works
* hunger counter & food rations now work
* multiclassing now requires 13 in core ability except for sorcerers and wizards, who require 16 in CHA or INT, respectively
* cross-class skills are now coded and working

445
Early Dev / Re: Zagadka, very early but playable
« on: October 31, 2013, 08:09:32 AM »
Miki, I suggest you make a separate thread for the Keeper RL and where can I grab it?

446
Programming / Re: Roguelike Gameflow - Alternatives
« on: October 29, 2013, 12:00:25 PM »
Quote
This should be the Golden Rule for stories in RLs (also love the examples that followed). It`s basically why I play roguelikes; for things that I miss in mainstream games. There, the idea of lore communicated through assorted logs/books/scrolls have been used since forever, and yet it`s seldom meaningfully utilised. Sure, some classics like System Shock/Deus Ex use it to great effect, building atmosphere but also tying some gameplay in - important info or codes/passwords.

I've played Deus Ex lots of times and I agree that the logs idea is done beautifully. You might want to add Baldur's Gate to the list, too - at least the first part of the saga had some of the lore communicated via books/letters.

447
We're at 0.9.0, mostly due to AuraOfTheDawn's invaluable feedback!

448
"Half-ogre with a spiked chain" is out!

Grab it from here or wait for ModDB authorization.

This version wouldn't have been created without AuraOfTheDawn's invaluable feedback, both bug reporting and suggesting improvements. The codename is a tribute to him, too - he knows why!



CHANGELOG:

* bug fix: all dialogs now obey screen size
*  bug fix: fire beetle AC is no longer through the roof
*  bug fix: spells are now properly restricted [Seb]
*  bug fix: no more freezes when trying to exit to Menu in some cases
*  bug fix: no more lua errors with some spells
*  bug fix: bard skill points
*  bug fix: assasin and shadowdancer not giving level-up bonuses
* new monsters: aboleth, athach, choker, chuul, cloaker, drider, ettercap, otyugh; ankheg, aranea, arrowhawk, assasin vine, barghest
* survival kit, healing kit, lockpicking kit added - grant a +2 bonus to skill
* all characters now receive a single feat when rolling stats as a perk
* level-up screen now displays class points, feat points, skill points
*  humanoids can now try to shoot the player
* increased inventory size slightly (from a to z instead of w)
*  monsters bleed out quicker than the player
*  implemented chasm & ice effects
*  tooltips now describe whether a weapon is simple/martial, light/reach
*  re-added a crash course to d20
* MODDING.md now contains information useful for prospective contributors
* reach weapons & talent added
* scrollbar added to feat select screen [Seb]
* spellbook now displays higher-level spells properly [Seb]
* tooltips now describe magic properties (except elemental resistances) for identified items


449
Programming / Re: Roguelike Gameflow - Alternatives
« on: October 28, 2013, 08:14:13 AM »
Linking lore and mechanics and info sound like great ideas!

450
Programming / Re: Roguelike Gameflow - Alternatives
« on: October 27, 2013, 07:50:03 PM »
Yeah, some sort of story is something I am also thinking about for my roguelike.

The mechanics have to be ironed out, however, before I attempt something as nerve-wracking as attempting to randomly generate some plot...

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