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Messages - Zireael

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The main menu is just an other module which you can also replace.

Fancy seeing you here, DG.

It's another thing to go into my notes. Right now, we want to focus on the basics, to have them done before I leave :)

I downloaded the t-engine to try and run it but it just hung on the loading screen. Has this been an issue with anyone else? It's one of the reasons I hate the t-engine to be honest - it would be great if you could cut out that horribly clunky start up menus and make a module an executable in its own right. That was pretty much the only reason that I didn't bother trying to develop something with it.

I will ask around the ToME forums, both about your problem and about modding the startup menu (I know it's possible, I've seen it done in Grey's modules).

Skills are in!
We only need a skill select screen... and working bows/crossbows.

Some of the cleric and barbarian class features are in.

Based on feedback from a ToME 4 player unfamilliar with d20, I made a help screen today.

We've discussed skills, too, and have a pretty solid idea on how to make them work.

Can we dream for an eventual recreation of the magic that was wielding Spiked Chains from Incursion?   8)

In the works. Spiked chains are in, but trip/range is not yet.

How many of the Gygaxian polearms do you plan on implementing? ;D

We're doing 3.x, so OD&D polearms are out unless they appeared in a sourcebook for 3.x.

Seb figured out class features today, so I'm off to make some more of them.

Feat select now works as designed.

Today, I added a big batch of weaponry in preparation for working ranged combat.

Early Dev / Re: Underdark development feedback
« on: July 06, 2013, 08:45:18 AM »
Yeah, it sounds indeed like everything just needs to proceed as you continue to smash the checklist for the time being---so long as the content comes and nothing odd happens on the UI/Presentation(Even setting aside ASCII vs Tiles, there's quite a lot of "stuff"/variety at play with this general setting)/Controls front this is all bodes very well indeed.

T-Engine basically takes care of the presentation/controls :)

The work wouldn't be progressing so far if not for Sebsebeleb - his knowledge of coding is invaluable, especially when it comes to UI.

Early Dev / Re: Underdark development feedback
« on: July 05, 2013, 06:30:08 PM »
We're hoping to have the d20 mechanics complete in the beta release, that is:

- classes*, including abilities gained by leveling
- feats*
- skills [still discussing the form, though]
- saving throws*
- attack rolls and AC*

Other main features include:
- some items (including magic items) *
- some monsters*
- some spells*

Things marked with an asterisk are already in.

Everything else is just window dressing. For example, highscores and encumbrance are in, but do not work properly yet.
Once the basic mechanics are complete, we can freely add more classes/feats/skills/monsters/items/whatever.

EDIT: We're discussing how to code in multiclassing and prestige classes, so they are bound to show up sometime, but I'm not sure they'll make it into 0.1.

Early Dev / The Veins of the Earth development feedback BETA 13
« on: July 05, 2013, 09:22:26 AM »
As the Veins of the Earth is getting better with every passing day, I'd like to ask for feedback.

If you want the bleeding edge instead of the beta releases, use this link
If you already have a beta downloaded, replace the VotE folder with the contents of the zip. If you just have T-Engine, drop the contents of the zip in the modules/VotE folder.

To play it, download the Windows standalone from ModDB and click on t-engine.exe.

Tested only on Windows. Linux/Mac users might experience more bugs.

If you have Linux or OS X, you'll need to download T-Engine 1.3.1 and the ZIP from Git

Feat points added.

I think the only core thing that's missing is ranged combat. We're still discussing how to implement skills best.

Any time I devote to playing roguelikes is probably going to be spent on Brogue, DCSS, Dwarf Fortress, and Nethack but I haven't gotten very far in any roguelike I've ever played. I guess I'm better at developing roguelikes than playing them.

What's DCSS?

More monsters and a highscores screen and criticals are in.

I added a lot of weapons.

Levelup screen works now, so now I only need to add feat points.

Does Interhack work?

More races and items added. Faerzress is in, too!

However, I'm in a bit of a pickle, as I can't get LevelupDisplay.lua to work, and Seb is busy...

Classic Roguelikes / Re: Cataclysm Dark Days Ahead
« on: June 30, 2013, 03:15:12 PM »
Pretty brilliant, just needs some UI tweaking (viewport and font).
I especially love the crafting system.

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