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Messages - Aukustus

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421
Early Dev / Re: The Temple of Torment
« on: January 19, 2014, 02:00:24 PM »
Fixed. I copypasted it wrong.

422
Early Dev / Re: The Temple of Torment
« on: January 19, 2014, 01:09:10 AM »
Fixed gamebreaking bug and uploaded patched version. I appreciate all feedback and suggestions. Keep 'em coming.

423
Early Dev / Re: The Temple of Torment
« on: January 19, 2014, 12:25:55 AM »
So yeah. Third alpha released on website. Should be playable until end boss. End boss and two dragons in abyss not balanced and their loot not usable yet. Includes following updates:

Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed

Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled

Monsters
- new monsters

Locations
- half of Southern Marwal designed

General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping

Quests
- quest reward for Eilinmyr quest

424
Early Dev / Re: The Temple of Torment
« on: January 19, 2014, 12:10:17 AM »
I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.

Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
Not necessarily, there's a workaround that you can use to use, for instance, 16x16 font for the map and then use 8x16 for the text but it's a bit of a hack and takes a bit of mucking around. For instance:

http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html
That looks nice. Sadly I'm crappy programmer so that's kinda out of question.

425
Early Dev / Re: The Temple of Torment
« on: January 19, 2014, 12:07:06 AM »
Yeah, the alphas are full of my debug keys. I use 'e' when testing level ups.

426
Early Dev / Re: The Temple of Torment
« on: January 18, 2014, 07:12:25 PM »
I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.

Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png

427
Design / Re: Class restrictions
« on: January 18, 2014, 04:30:37 PM »
Aren't lockpicks normally reusable?

Depends on the game. Not always. Sometimes they are destroyed on use, sometimes when lockpicking fails.

428
Design / Re: Class restrictions
« on: January 18, 2014, 04:05:21 PM »
Well now I have doors that are opened by moving to that tile.

Lockpicking could also be implemented as lockpicks sold in shop and every time a locked door is bumped one is used. So it isn't a skill but a money sink instead for every class with 100% succeed rate.

429
Design / Re: Class restrictions
« on: January 18, 2014, 12:29:02 PM »
Why is it necessary or desirable for your ability to operate a crossbow to have anything to do with your ability to bypass a lock?  There are already literally thousands of games with the same set of stats that do the same kinds of things.  Let's try out some different concepts.

My suggestions were given based on the system that I thought Aukustus was planning to use.  In his original post, Aukustus only mentioned 3 attributes.  He did not make any reference to skills or other modifiers (except equipment).  So, I made the assumption that he wanted all PC abilities to be derived only from those 3 attributes and equips.  Maybe that assumption was incorrect, but based on the context that he gave, I think it was a fairly rational one.

How were you planning to determine the PC's ability to perform actions like lock picking, Aukustus?

Three attributes is all I want at the moment. I'm not sure about if I ever implement skills such as lock picking because I don't even have doors in my dungeon, it depends how large this game grows. I wish to keep it fairly straight forward and simple.

430
Early Dev / Re: The Temple of Torment
« on: January 17, 2014, 01:31:28 PM »
Yeah. The space for font is 16x16, but even the largest letter(not counting parentheses) is around 12x10 pixels so that's where the space comes from. I haven't found a better fitting font yet.

431
Design / Re: Class restrictions
« on: January 16, 2014, 07:10:17 AM »
I'm not sure if I got the question correct but at this point every melee weapon uses strength bonus and only strength bonus. Strength adds even to unarmed combat for every class. Sorcerer having 5 points in strength does +5 dmg with staff and so on.

However since my fighter cannot use bows and spells picking int and dex has no effect at all. Maybe dexterity could give +1 armor class and intelligence +5% magic resistance so that every point in any stat would give some bonus for all classes.

At the moment every 5 armor class points count since I divide armor class by five because combat is counted using d20, not percent based. 5 points in dex would then be +1AC in d20.

I have to think about the penalties when backtracking. Hunger clock which is in my game is good and two-way trips with scrolls of recall cost quite much but I think there should be something else too.

432
Design / Re: Class restrictions
« on: January 15, 2014, 10:07:56 AM »
I think I'll go with the most restrictive way and maybe add some classes later, for example spellsword which could use heavier equipment than rogue and use sorcerer equipment while being worse in melee than fighter and worse in magic than sorcerer.

With armor progression 'leather armor' -> 'studded leather armor' -> 'chainmail' -> 'splint mail' -> 'plate mail' the rogue cannot wear heavier armor than studded leather so spellsword could maybe use upto chainmail and then couldn't cast the best spells the sorcerer can.

At this point a short sword sells for 7gp and one scroll of recall costs 80gp. With a maximum of 26 inventory slots of which about a maximum of 7 goes to worn equipment. So there's 19 slots for other stuff. Potions and other necessary general stuff take about 5 slots. So 14 slots of junk doesn't give much money at this point. Sometimes there might be only a few items per level.

433
Design / Re: Class restrictions
« on: January 14, 2014, 04:38:18 PM »
Well that's one thing I didn't take into account. However the only merchant I have at the moment sells only food rations, scrolls of recall, healing potions, mana potions, cure poison potions and light source. I guess I won't implement any equipment vendors then to address this issue. I'm not sure if janitoring the dungeon and exchanging junk for money for food is too big issue. Just need to balance prices so that I won't meet end boss with tens of potions. However taking the risk of going deeper into the dungeon in search of food can be rewarding. I'm not sure how to balance things since I wish to have shop system with money changing hands both ways.


434
Early Dev / Re: The Temple of Torment
« on: January 14, 2014, 02:54:13 PM »
Upcoming features in the next alpha. I'll try to get it ready soon:

Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes

Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- looking moved to 'x'

Monsters
- new monsters

Locations
- working doors in all Marwal
- Southern Marwal designed

General
- sorcerer disabled until designed
- ability to sell items in shop

435
Design / Re: Class restrictions
« on: January 14, 2014, 02:35:43 PM »
Each of my classes has 3 unique skills. I like the idea of every class being unique with restrictions but I was thinking about replayability. But if I had stat requirements there's this problem that melee rogue wouldn't differ much from melee fighter nor ranged fighter wouldn't differ from ranged rogue.

I guess the best way would be AD&D 2nd edition style. That's what I really like most. I updated today my shop system to allow selling items so junk items won't be problem.

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