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Messages - jere

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Early Dev / Re: Golden Krone Hotel
« on: July 02, 2016, 02:18:08 PM »

New blog post: Project Update and Conversation Display

Maybe I should just dump the full text of blog posts in here like URR does. Hmm.

Design / Re: Corridors considered harmful
« on: June 28, 2016, 01:12:09 PM »
^Swift Swurd looks really cool. I've heard of it before but never tried it. Maybe I'll try later this week.

Design / Re: Corridors considered harmful
« on: June 17, 2016, 07:00:56 PM »
I had to use increasingly wider corridors in DUMUZID, so the player can more easily fit in the later levels.

The most basic roguelike tactic is to use corridors to your advantage. It's perhaps too good of a strategy, so it's nice when the higher level monsters have some way to disrupt your plans in corridors. Monsters can be made to destroy walls or to summon monsters that surround you on the opposite side.

I have to assume this is a troll thread but even so it's still an interesting topic.

Design / Re: Corridors considered harmful
« on: June 17, 2016, 05:46:50 PM »
Is this real life?

What's really weird is that the developer's two previous game have more conventional names: "Way of Gold and Steel" and "Planet in the Shadows"

I also find it odd that the developer released Vanilla bagel exactly 2 months after the last game. Not sure if these games were made a while back and simply thrown on steam recently or if the developer is super efficient.

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: June 08, 2016, 04:33:21 PM »
Fourthly, we need a method for sorting through certain conversation options that might come with a particularly large volume of viable options. For example, regardless of your dialect, the “Greeting” menu might only have a few options – “Warm Greeting”, “Greeting”, “Terse Greeting”, etc. By contrast, the “art” menu will end up including every piece of artwork you ever see, and if you reach the end of the game, and you’ve investigated a lot of galleries, mansions, cathedrals, castles… it’s going to be the pretty colossal list, and there probably needs to be some way for the player to immediately sort through them. Maybe options to sort by civilization, or start typing in a word and it tries to match that up? So once you know a particular piece of art called “Sunrise over the Great Southern Ocean”, you can type in “Sunri” and it’ll immediately offer you that option. There could be other methods, but I think some combination of those might be the best.

Search is good. One of the issues I ran into with TOSTTDK is a huge number of books gets generated and I currently just have them sitting in a menu list, which is quite unwieldy. I really need to add a search feature.

I played Her Story last year and it pretty much blew my mind. At heart, the game is about searching because the gameplay involves literally searching for video clips by keywords. In Her Story, the limitation is that you can only see the first 5 results for any query, so stop words like "the" and "you" won't unlock everything. Search isn't just some fiddly user interface in this context, but is in fact a way of reifying thoughts, questions, and relationships. In order to know the right keywords to search, you have to think pretty hard about what concepts are the most relevant and what leads might be the most fruitful. It really does make you feel like a clever detective, which I think is part of the feeling you're trying to evoke with URR. Search as a game mechanic is untapped potential. Something worth looking into if you haven't already.

Programming / Re: Do you use loops?
« on: June 03, 2016, 03:12:44 PM »
Yea, I've read this thread a dozen times and I still can't tell if SarahW is a bot. It's hard to believe that some of the sentences are from a bot, but other sentences are pretty incoherent. Maybe it's some combo of markov generation and a human writing? No idea.

Anyway, loops are one of the most fundamental constructs in programming. I can't image doing much useful without them, especially for games programming. And they're pretty easy too.

My biggest problem with loops is when I often try to delete out of array I'm looping over. Only works if the loop runs in reverse.

Other Announcements / Re: IRDC 2016 New York City: August 6-7
« on: May 23, 2016, 06:11:55 PM »
Excited.  :)

Just throwing this out there: I'd be open to splitting a room with someone, considering how pricey the nearby hotels are.

The Roguebasin / Re: Is Roguebasin dead?
« on: May 18, 2016, 06:15:42 PM »
"Yo Mos, what's gettin ready to happen with Hip-Hop?"
(Where do you think Hip-Hop is goin?)
I tell em, "You know what's gonna happen with Hip-Hop?
Whatever's happening with us"
If we smoked out, Hip-Hop is gonna be smoked out
If we doin alright, Hip-Hop is gonna be doin alright
People talk about Hip-Hop like it's some giant livin in the hillside
comin down to visit the townspeople
We (are) Hip-Hop
Me, you, everybody, we are Hip-Hop
So Hip-Hop is goin where we goin
So the next time you ask yourself where Hip-Hop is goin
ask yourself.. where am I goin? How am I doin?
Til you get a clear idea

7DRLs / Re: Azure7drl [7DRL 2016 SUCCESS]
« on: May 18, 2016, 02:56:45 AM »
I responded to you on reddit about the lack of reviews for linux-only games.

Anyway, I gave this a shot. My biggest complaint is that it seems you burn MP on every movement, so you have to rest every 10 turns. Not sure if there is some point to that, but it was frustrating. I couldn't make it very far once in the tower. I usually got killed in 2 or 3 hits by the first monster encountered.

I like the city that precedes the tower and I like the idea behind the game. Bummer you couldn't get further on it.

Thank you! "Difficult" seems to be the consensus.  8)

Wrote a post about the game's design and development:

I'm thinking about turning it into a talk at IRDC (US), so if you're going to be there and you might get bored of seeing it twice... uh, don't read it I guess.  ;)

I've been listening to their podcast, LostCast, for quite a while. Very interesting stuff.

I hope they do well, but to be honest, I'm a little nervous for them. The Kickstarter campaign was way off the mark. The "haunted house" setting seems a bit odd. They had a minute long gameplay teaser with no narration as their main video. The game is billed as a "twin stick shooter" and there was no shooting in the video either.

Anyway, the possession mechanic sounds pretty baller and if the reviews are good maybe I'll pick it up early.

I've uploaded v1.4

sokol815, you were right about the numpad problem. I fixed it.

Avagart, I added standalones. Let me know if you find any issues.

  • Win screen is dramatically improved; a detailed history is displayed for each artifact
  • Mouse can be used to attack as well as move
  • Fixed a bug with one of the numpad keys not being handled
  • Resizing during runtime is now handled properly
  • Improved the behavior of the log
  • Typos fixed
  • Forward time travel (and game loading) improved by 20%
  • Fixed incorrect introductory year in log
  • Fixed a bug with picking up the same artifact repeatedly
  • Fix a bug with monsters generating in oceans and thus preventing pathfinding
  • Fixed a bug with bosses getting double speed against player
  • Copy and paste from books is now supported

^^Oh jeez, you may be right. I wrote that at 8am after no sleep, so I don't quite remember.

Pretty cool game. People who make games in javascript must be pretty cool.  ;D Something weird seems to be going on... I'm using Chrome on a windows 7 machine and Pressing '6' on the numpad does nothing, but all the other numpad keys seem to work.

Thanks! Very strange issue. I have the same setup and have tested numpad, but I'll look at it. I'd recommend QWE/AD/ZXC or mouse until I can get it fixed.

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