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Messages - Darren Grey

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Other Announcements / Re: Roguelike Radio podcast
« on: December 14, 2016, 10:16:37 AM »
I guess he is more skinny fatty type. How tall is he in metric units?

What does "skinny fatty" mean?! And I dunno how tall he is in any units. I guess average-ish?

Darren I'm not sure if your question is troll bait or not but I think that could be a good discussion,

It was a joke. Coding styles and language choices are personal things, and arguments over them are a pointless waste of time.

Arguing with Krice is often quite futile too :P

Coding arguments remind me of the old days of rgrd... What language do you think is best, guys? ;)

Other Announcements / Re: Roguelike Radio podcast
« on: December 13, 2016, 04:40:28 PM »
Rotund? Kornel definitely isn't rotund. You can see him clearly in the Kickstarter video:

But in general, yeah, you can build up a weird image from someone's voice that is entirely separate from how they really look.

As for pronunciation, maybe something got skewed but the pronunciation I was taught by him was "Kee-shell-ah-vitch".

And for the general purpose of this thread, I guess I should note we've had 31 more episodes recently :-/ Catch up on :)

Other Announcements / Re: Jupiter Hell - Update THE KICKSTARTER IS LIVE!
« on: December 12, 2016, 06:46:41 PM »
Funded, and with 28 hours left: Time enough to hit a few stretch goals :)

Functions should be commented to describe what their overall point is. Otherwise buggy code won't make any sense to anyone. Even if the code is written in a very readable way it's no good if you make mistakes in the code iself.

But let's be realistic, in pet projects like these built up over many years both the code and the comments are likely to be heavily flawed. We should only be surprised by the fact that there are comments at all ;)

Also rebranded from DoomRL to DRL. Hopefully that'll keep ZeniMax at bay...

Other Announcements / Re: Jupiter Hell - Update THE KICKSTARTER IS LIVE!
« on: November 28, 2016, 01:11:12 AM »
The idea is to concentrate attention at once instead of trying to achieve everything in dribs and drabs. Seems to be working well enough - we're in the top 50 on Greenlight :)

Just got to show off the game and the engine at IRDC. Lots of positive impressions, which is nice! Unfortunately the 'feel' of it doesn't translate well to video. It's hard to advertise turn based games :/

Other Announcements / Re: Jupiter Hell - Update THE KICKSTARTER IS LIVE!
« on: November 23, 2016, 02:55:57 PM »
The plan is to give certain backers access right from after the Kickstarter ends, so we'll have a very public accountability from the beginning. It will have a long development time, but there will be semi-open builds from early in the process. This is, quite frankly, how roguelikes must be made, continuing to expand and refine them over time with player input.

Other Announcements / Re: Jupiter Hell - Update THE KICKSTARTER IS LIVE!
« on: November 22, 2016, 12:34:00 AM »
Well if there's any doubt I think the creators have Doom have now made their opinions clear. Romero and Hall have tweeted support of the campaign, and John Carmack has become a Kickstarter backer (one of only 3 KSes he's ever backed).

I think we're good :)

Other Announcements / Re: Jupiter Hell - Update THE KICKSTARTER IS LIVE!
« on: November 19, 2016, 04:59:25 PM »
What theme? DoomRL is obviously based on Doom, but it's free (I think) so often it doesn't bother the IP owner. But in this case, I wonder what is id software's (or the company that owns them) opinion about this. If you would make something based on Nintendo's games you would surely get a notification to take it down.

IP only really applies to story stuff, and for that there is zero reference. Everything is rebranded. Sure, it's similar in certain aspects, but so is Quake.

Also from what I understand some of the id software people really like DoomRL :)

Design / Re: Info line idea
« on: June 16, 2016, 07:43:55 AM »
People interested in actual development discussion should move to reddit /roguelikedev.

7DRLs / Re: The Trapped Heart
« on: March 26, 2016, 11:23:57 AM »
Thanks for the feedback! Did that bud happen in the dungeon level when the Bull tries to charge?

As for the artwork, I've actually become somewhat attached to my own tiles :-/ But some of them are bloody awful... Just adding an outline isn't enough - that's what I did with the Bro Knights.

Story wise the intention was that you would get trapped as Air and then have to play as Earth, and that it might take a while to figure out how to break the loop. The idea, vaguely hinted in places, is that sheer power isn't enough - friendship and understanding are what is needed to open the path to victory. But I need to make air powers more useful and earth less overpowering for that to work out.

In fact the whole cycle between the two characters was the initial premise for the game. I was originally thinking of having a fairly standard roguelike but using the character swapping. Then a couple of nights before the 7drl week I had the idea for enemy directional shields and all the mechanics spun out from there. And then the game ended up being more about those mechanics, with the story and the detail of the character switching taking a back seat.

7DRLs / Re: The Trapped Heart v1.1
« on: March 24, 2016, 03:13:22 AM »
I've made a post-7DRL update, with no significant gameplay changes but fixing some bugs and descriptions and adding more clarity to the mechanics (hopefully). Full changelog:

* New: Dungeon name announced on entry
* New: Particle effect to show when slowed
* New: Tooltip on player to show current abilities and status
* New: Pause upon death to make death situation clearer
* New: Tips on death based on gameplay
* Bugfix: All levels now assured to be connected
* Bugfix: Various typos and poor descriptions corrected
* Gameplay: Changed arcing to attack a wider range of targets
* Gameplay: Changed earthquake to be more symmetrical
* Gameplay: Tweaked Bro-Knight summons
* UI: Changed text colours to be more readable
* UI: Updated help text to make clearer
* UI: Changed descriptions of air magic to be more consistent
* UI: Changed shield appearance to be more symmetrical
* UI: Tweaked title screen image
* Performance: Reduce particle count on shields

Downloads for Win/Mac/Linux from

I would like to do more work on story development in the game, but I'll likely leave that off till I get more feedback.

7DRLs / Re: The Trapped Heart
« on: March 20, 2016, 05:43:38 PM »
Are you standing next to walls? Because as the air spirit you are slowed when next to walls, so enemies get double moves, making things much less predictable.

The jumping between enemies thing needs a little more explanation, I guess... It essentially searches clockwise for more enemies to hit within range of the player, but won't go beyond the clockwise half of the player. I might change that behaviour in an update.

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