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Messages - jere

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76
Did I?

Since I used Pixi this year, building out standalones is quite a bit more time consuming. Maybe I can get out some builds this weekend.

77
7DRLs / Re: The Trapped Heart
« on: March 26, 2016, 12:44:38 PM »
I believe so, yes.

78
7DRLs / Re: The Trapped Heart
« on: March 26, 2016, 03:18:42 AM »
You've outdone yourself. I probably played for 10 hours over the past couple days and beat the game several times. Now for some rambling feedback:

I did run into a few crashes. I don't know if any of the logs would be helpful. I saw this but didn't submit anything because the form itself seemed very buggy: http://i.imgur.com/pL1zJ9e.png

Some people have commented that earth seems overpowered. Not sure what the solution is, but I think the main reason is that earth is able to push things away from you so easily. You can kind of play the game by button mashing, while lightning forces you to be much more careful. I find the throne room very tough with lightning, but a joke with earthquakes.

I think you should try to improve the monster art either through getting an artist going again or doing it yourself. You're probably skeptical of the last option, but I bet you could come up with some decent pixel art if you gave it a shot. The main problem now is that the styles of the main character and monsters are just not similar. Just adding a near black outline would be a huge improvement:



You were thinking about commercializing a game last year. I think this is the one you should run with. When I finally figured out the mechanics, the game made me feel like a goddamn wizard. :D

One last thought. When I first played the game, I accidentally used only air abilities and stumbled upon the swapping scene. I now know this to be, though a nice touch, really just an obscure thing that can happen. But here's what I thought the overarching story was:

-You play the game through as Air.
-In an ironic twist, you too become trapped while trying to rescue Earth.
-Now, Earth must try to rescue Air.

Looking back, that misconception of how the game was going to play out was really beautiful. For one, it has this brilliant symmetry where you are forced to play both characters. Not only that, but Earth is obviously much more challenging, which makes sense for your second run. The swapping part, where your character gets trapped, is poetic. Anyway, I just think that might be an interesting way direction to take the game. As is, you can't easily play both characters, which affects both the theme and the gameplay.

79
7DRLs / Re: CULT - Success!
« on: March 24, 2016, 01:57:15 AM »
Sent you an email.

80
7DRLs / Re: AutoFire [7DRL-2016] [Success, and update]
« on: March 23, 2016, 09:04:55 PM »
Just want to say that looks amazing. The drifting is unbelievably cool and I'm really digging the red preview you get for your next turn. Good job.

81
7DRLs / Re: CULT - Success!
« on: March 23, 2016, 05:01:57 PM »
I ran into a bug after a few runs. Rogueliker said he experienced the same thing before recording.

https://pbs.twimg.com/media/CeM27BdUMAEgdWq.jpg:large

Otherwise, an excellent entry. Having a lot of fun but have yet to win.

82
Just released v1.3.

The victory condition was actually bugged. You could get there, but nothing would happen. Darn!

Also, in general, I felt the game was too hard. When I first started the project, I was worried about making clues too obvious. But after some serious thought I am much more concerned about clues being ambiguous and wasting the player's time. The game should be much easier now. Feedback is appreciated.

83
Kudos on this. It's a really big deal to finish a game.

Quote
I love Darren Grey and Roguelike Radio and dream about getting interviewed though.)
You and me both, buddy. ;)

84
I ran into the same problem on my 7drl, The Only Shadow That the Desert Knows.

The world map has 1200 sectors (40x30) and each sector has 1200 floor tiles. I wanted the results to be deterministic, but still generate floors on the fly. So the solution I came up with was to, at game start, store a random number for each tile (1.4million in total), which doesn't take too long. Then later I can use the that random number as a seed to get the RNG ready for tile generation, which is the expensive part.

Also, because my game features time travel I save the RNG state on every turn. And because I don't want combat rolls to have a butterfly effect on generation I maintain separate RNGs for generation and everything else. Sounds like a convergent solution to what other people have mentioned.

85
7DRLs / The Only Shadow That the Desert Knows [7DRL 2016 - Success]
« on: March 17, 2016, 03:01:40 PM »
A game about time travel. Your goal is to track down 5 legendary artifacts, so it's somewhat of a mystery game. And you should use pen and paper!

Features a Qud style world map, procedural history with hundreds of NPCs, procedural books, and dirt simple combat.

http://humbit.com/shadow/

After 4 times doing 7drl, this is the closest I came to declaring failure, but after all the game had a lot of cool stuff and there was a working victory condition:

Quote
As far as the development, it was very tough. I knew it was an ambitious idea, but the difficulty of writing the time travel, fixing unending bugs, and managing the RNG (so that history was guaranteed to repeat itself unless you intervene) was a shock.

I also spent a lot of time fiddling with pathfinding, because I was trying to do some stupid things and I had forgotten a bit about how A* worked. At one point, I was trying to pathfind NPCs at a distance of 1000 tiles (which I figured was reasonable) and was totally perplexed at why rot.js was visiting 4.5 million tiles to accomplish this! Turns out that this is sort of the expected result when one is using manhattan distance. I spent a whole night trying to write my own pathfinding, which sort of worked but was buggy, before finally breaking the pathfinding down into chunks. The chunking method worked fine. All in all, I spent about 5 days on a single feature: getting NPC heroes to walk from their city to a dungeon, climb to the bottom, try to fight a boss, and return if successful.

As you can guess, the game didn't quite live up to what I imagined, though I think it's still pretty damn cool. I spent the last few days after the challenge fixing bugs and polishing it, which I feel a little guilty about. But I simply had to revisit it to get some closure.

So I put out v1.2 this morning. I'm much happier with it.

86
7DRLs / Re: Hello all!
« on: March 04, 2016, 11:20:21 AM »
Hi!

I think you'll just need to register by the end (March 13). Usually the registration opens about this time, but I haven't heard anything yet.

Welcome and good luck.

87
Player's Plaza / Re: Hi! New here
« on: February 15, 2016, 05:00:08 PM »
Howdy! I'd say this is a good place, though there may be a focus on traditional roguelikes. You can also check out the roguelike subreddit, which is pretty active.

88
7DRLs / Re: Question about 7DRL rules - previously written code?
« on: February 15, 2016, 04:56:02 PM »
IMHO, anything is kosher as long as you are very honest about it. The worst thing that you could do is be misleading about using previously made assets or code.

Something like that has happened before and people were pretty upset.

89
Design / Re: Issues with Rogue-likes from a Rogue-like dev
« on: February 05, 2016, 03:07:22 PM »
Quote
Who is signing up a contract with some shady company anyway?

Plenty of people on /r/gamedev apparently. Many game devs completely lack any business or marketing sense (which is why they're motivated to seek out these relationships in the first place).

90
Design / Re: Issues with Rogue-likes from a Rogue-like dev
« on: February 04, 2016, 01:37:54 AM »
I saw there wasn't too much discussion here, so I decided to post a response on reddit: https://www.reddit.com/r/roguelikes/comments/44319z/clockwork_game_design_ep_17_roguelikes_and_other/

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