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Messages - Aukustus

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406
Design / Re: DawnLike - 16x16 Roguelike Tileset
« on: February 11, 2014, 07:12:14 AM »
Is there any chance for wall tiles without perspective? Some roguelike engines do not make any difference between horizontal and vertical walls, such as angband. I mean that all walls are of '#' type, not '-' and '|'.

407
Early Dev / Re: The Temple of Torment
« on: February 08, 2014, 10:39:55 PM »
Alpha 5 released!
Direct link: https://dl.dropboxusercontent.com/u/95372567/TToT_alpha5.rar

Changelog:

Code: [Select]
Bugs fixed
- Bolt spell miss chance is now actually 40% as intended.
- Fire arrows stack properly
- Last turn when confused made a double move. Fixed now
- Fixed a bug where the inventory was full 26/26 but couldn't pick up items that go into existing stacks that were not full 5 items
- Fixed a serious bug: possibility to wear multiple items in one equipment slot if one of the items was cursed
- Fixed a serious bug: can no longer drop cursed items if they are equipped
- Fixed a serious bug: giving Giladir a healing potion removed all but one potion from inventory
- Minor bugs fixed
- Fixed a serious bug: Selling equipment now actually gives money
- Player no longer can leave areas without picking quest items

Quests
- Added reward for finding the portal to abyss and reward for killing the end boss

Heros
- Sorcerer is now playable
- Multi-arrow changed into firing two arrows into one target

General
- Credits to the main menu
- Dialogues revised and grammar somewhat fixed
- Improved menu when buying stuff from general goods merchant
- Hunger values adjusted: Eating while oversatiated kills now and results being bloated
- New font

Monsters
- Tyrant's attack has a 10% chance to stun player
- Spellcaster AI implemented
- New boss: Sorcerer Curwen
- New monster: Lich, most powerful caster in the game

Items/Inventory
- Inventory displays free space
- Spellbooks added to loot
- Chest armor's AC varies now +-2
- Items that are revealed to be cursed are renamed to "cursed + item's name"
- Cursed items that are uncursed by scroll are renamed to "uncursed + item's name"
- Full helm added
- Added scrolls to loot from enemy
- Auril\'s bow, longsword and spellbook of teleport added for quest rewards for finding the portal to abyss, sword for fighter, bow for rogue and spellbook for sorcerer

408
Design / Re: DawnLike - 16x16 Roguelike Tileset
« on: February 08, 2014, 05:23:55 PM »
That's one extremely nice tileset.

409
Early Dev / Re: The Temple of Torment
« on: February 05, 2014, 09:49:27 PM »
Beta is coming in probably one month.
Upcoming features in alpha 5:

Code: [Select]
Bugs fixed
- Bolt spell miss chance is now actually 40% as intended.
- Fire arrows stack properly
- Last turn when confused made a double move. Fixed now
- Fixed a bug where the inventory was full 26/26 but couldn't pick up items that go into existing stacks that were not full 5 items
- Fixed a serious bug: possibility to wear multiple items in one equipment slot if one of the items was cursed
- Fixed a serious bug: can no longer drop cursed items if they are equipped
- Fixed a serious bug: giving Giladir a healing potion removed all but one potion from inventory
- Minor bugs fixed
- Fixed a serious bug: Selling equipment now actually gives money
- Player no longer can leave areas without picking quest items

Quests
- Added reward for finding the portal to abyss and reward for killing the end boss

Heros
- Sorcerer is now playable
- Multi-arrow changed into firing two arrows into one target

General
- Credits to the main menu
- Dialogues revised and grammar somewhat fixed
- Improved menu when buying stuff from general goods merchant

Monsters
- Tyrant's attack has a 10% chance to stun player
- Spellcaster AI implemented
- New boss: Sorcerer Curwen
- New monster: Lich, most powerful caster in the game

Items/Inventory
- Inventory displays free space
- Spellbooks added to loot
- Chest armor's AC varies now +-2
- Items that are revealed to be cursed are renamed to "cursed + item's name"
- Cursed items that are uncursed by scroll are renamed to "uncursed + item's name"
- Full helm added
- Added scrolls to loot from enemy

410
Early Dev / Re: The Temple of Torment
« on: February 01, 2014, 04:31:54 PM »
I thought I'd share a few things I've been programming recently:

New boss Curwen (hello Lovecraft fans)
  • Can cast fire bolt
  • Can cast frost bolt
  • Can cast confuse

New monster Abyssal lich (most powerful caster in the game)
  • Can cast fire bolt
  • Can cast frost bolt
  • Can cast confuse
  • Can curse a equipment in player's inventory
  • Can resurrect a dead monster

New hero class Sorcerer

Offensive spells
  • Fire bolt
  • Frost bolt
  • Fireball
  • Chain lightning
  • Confusion

Defensive spells
  • Magical armor
  • Healing
  • Teleport

411
Design / Re: Spellcaster AI design
« on: January 31, 2014, 10:43:23 PM »
thanks for the feedback guys, and sorry your OP has been hijacked, Aukustus!!

No problem, I think this forum needs much more activity and discussion.

412
Programming / Re: Where to start?
« on: January 31, 2014, 07:09:23 AM »
I started developing my roguelike in Python, of which I had actually no previous experience. I was taught C# at my school but Python isn't that much different language.

There's this nice tutorial on roguebasin. I took the final code from this and started adding stuff to it.
http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod

413
Design / Re: Spellcaster AI design
« on: January 29, 2014, 09:50:48 AM »
Thanks for the answers.

The cooldowns didn't enter my mind at all. I like the idea about cooldowns but I think the rules should be the same to everyone, player and monsters. Maybe something like a general spell cooldown so that for example every 2 turns a spell could be cast. All spells have the same cooldown. Mana limit would be only for player. I think I'll weight the spells so that often caster uses regular spells and rarely special spells. And leave out too difficult spells such as monsters healing themselves.

Like a combination of what all you three said.

414
Design / Spellcaster AI design
« on: January 28, 2014, 08:18:28 PM »
I was wondering about some basic AI for spellcaster monsters and I was thinking how to design the AI. On mana based systems do you make the monsters to use mana or do they have infinite mana? And how to they select what spell to cast?

I have quite limited programming skills so I was thinking about a AI that randomly picks one spell and uses it. Some impromevent to that would be if it picks fireball but the player is too close to it it would then choose another spell. Or if it selects confusion and player is already confused it would choose another spell.

I'd like to hear opinions about that AI or what kind of spellcaster AI systems there are.

415
Early Dev / Re: The Temple of Torment
« on: January 27, 2014, 08:23:07 PM »
I am also open for suggestions about game content and so on. I feel like there isn't enough content yet.

416
Early Dev / Re: The Temple of Torment
« on: January 26, 2014, 11:55:39 AM »
Alpha 4 released now! A lot of stuff added and fixed

Change log:
Code: [Select]
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something.
- Fixed some ai bugs with attacking friendly monsters.
- Minor door placement bugs fixed.
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended due to miscalculation.

Quests
- Main quest can be finished now with good ending.
- New quest: Find mushrooms for Ulf'thad from caverns.
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp.

Food
- Food consumption 10 per turn instead of 1 in world map as the world map is not in the same scale.
- Food consumption 5 per turn instead of 1 when resting.
- Food is a little more nutritious

Maps
- Minor tile changes.
- Whole Marwal designed.
- Whole dungeon works now but not all environments designed.

General
- Game supports now three different saves, one for each class.
- Combat messages now display attack type if not basic attack such as melee/arrow/bullet.
- Targeting accept key is now 'space'.
- Resting heals monsters also.
- It is impossible now to rest when you are being followed by a monster you cannot see
- Bolt spells ignore armor class from items, thus they have 40% miss chance.
- Being poisoned and in world map makes damage of 10 per turn
- Travelling in world map gives +10hp per turn

Monsters
- Succubus becomes incubus if hero is female.
- Harpies can now steal food from player.
- New monster: Tyrant.
- Dark one stalker moved to temple levels from cavern levels and balanced accordingly.

Items/Inventory
- Inventory split into items and equipment.
- Maximum stack is now five.
- Lanterns now take one slot each.
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer.
- New weapon: Mace, usable by fighter.
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now.
- New scrolls: Scroll of mapping, scroll of uncurse item.
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future.

417
Early Dev / Re: The Temple of Torment
« on: January 24, 2014, 11:52:05 AM »
Upcoming features in Alpha 4. Some changes might come in addition to these. Sorcerer still disabled.

Change log:

Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something
- Fixed some ai bugs with attacking friendly monsters
- Minor door placement bugs fixed
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended
- Whole dungeon works now

Monsters
- Succubus becomes incubus if hero is female
- Harpies can now steal food from player
- Dark one stalker moved to temple levels from caverns levels and balanced accordingly

Quests
- New quest: find mushrooms for Ulf'thad
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp
- Main quest can be finished now with good ending

Heros
- All classes have a ranged starting weapon

Inventory/Items
- Maximum stacks of five
- Inventory split into items and equipment
- Lanterns now take one slot each
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer
- New weapon: Mace, usable by fighter
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now

General
- Marwal designed
- Combat messages now display attack type
- Food consumption ten-folded in world map as world map is not in the same scale
- Resting heals monsters also

418
Development Process & non-technical / Re: Plans for 2014
« on: January 23, 2014, 08:07:46 AM »
I wish to release final The Temple of Torment in six months. Maybe after that start developing a ascii roguelike in early modern setting. I've been reading recently a lot of Lovecraft stories so maybe something in that setting.

419
Early Dev / Re: The Temple of Torment
« on: January 20, 2014, 10:16:33 PM »
I did that inventory split to equipment and items. Works pretty good in my opinion.

Some ideas about future:
-Sorcerer uses dagger in main hand and spellbook in off-hand. Spellbooks must be changed in hand if there is need to cast other spell.
-Sorcerer is able to use a sling.
-Fighter starts also with a javelin, which is reusable ranged weapon only for fighter. Must be picked up after throwing.

-Quest located in the world map. Maybe some cliche about clearing a bandit cave.

-3 endings, good, neutral and evil:
--good ending: killing the bad guys
--neutral ending: not sure about it
--evil ending: joining the bad guys

And some bad stuff: Due to a bug in libtcod I am unable to add any more graphics than about 60 to the game. I hope this will be enough for all upcoming features. I think so but sure it worries.

420
Early Dev / Re: The Temple of Torment
« on: January 20, 2014, 12:42:47 PM »
Tiles can be any size. I just have to handmade every tile again in right order and write a different line of code for any other tile size. The load function accepts only 16x16 in my game. If it helps the game can be played full screen with alt+enter when pressed in-game. Then the tiles are scaled larger.

I guess libtcod supports different resolutions so I could probably make a button that scales screen larger but not full screen.

Have to look into that. 16x16 can be quite small in 1920x1200 resolution.

I think I can make a different screen for showing equipment slots but I am not sure if items can be changed from that screen. Maybe that can be or can't be done.

I am extremely motivated to do this since my university gives me credits when I reach beta stage.

Edit:
One way for inventory management would be that equipments go to different list so that there would be multiple choice when pressing 'i'. First choice a) shows only items, second choice b) shows wearable equipments.
Second would be like the first one but with another screen showing currently worn equipment without being able to change equipments from that screen.

Example for first way:
"Inventory
a) show items
b) show equipments"

I guess I'm limited to those with my skills.

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