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Messages - Gornova

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61
Early Dev / Re: Arlone
« on: November 11, 2015, 01:00:30 PM »
I'll try it :D

Why don't add ranged weapons ? Seems perfect for me, really challenging, but also inspiring: bombs or bow :D even used by enemies!

62
Early Dev / Re: Aliens R Loveable
« on: November 10, 2015, 09:35:17 PM »
same for me with firefox, after introduction, if I move left, character keeps moving to the left  :(

63
Early Dev / Re: Arlone
« on: November 10, 2015, 09:27:50 PM »
I like your approach to RL, really hard to beat that dragon! Anyway in Arlone fight with multiple enemies is really hard, i like it. What do you plan to add after lunging ?

64
Early Dev / CryptoRL2
« on: November 07, 2015, 02:45:40 PM »
Hi! I'm here with a small roguelike I've made, done with slick2d and marteEngine:

CryptoRL 2

Play CryptoRL2 now!







It's a "classic" roguelike with permadeath, monsters and simple objective: find an exit for next level. Could you please give me some feedback about it? I really appreciate it!




For more information, please go to my blog: http://randomtower.blogspot.it/2016/04/cryptorl-version-10-is-out.html

Again, any feedback is appreciated!



Quote
version 1.0
* add new items: sword (+1 attack) and shield (+1 defense)
* From Archifenix: put in menu screen that using F2 you can go fullscreen
* BUG From Archifenix: the text at the top is blocked from view until you repeat the same action a few times (fighting an aberration for example resulted in health being lost but the text only scrolling into view after the third or so hit)
* BUG from Pavel Provotorov: Sounds when the player/monster recieves damage   
* BUG from Pavel Provotorov: Adding health bars to mosters. The combat is hard without those
* added new monsters: Fungus, Shade, Ring, Formian, RedFlame, BlueFlame
* level balancing for new monsters

65
Design / Re: Unique RL idea with evolving world
« on: November 04, 2015, 08:21:24 AM »
Hi! I really like the world-creation with objective and I found  this idea stimulating. I'm not sure how much "fun" player can have in train a new hero after last one died, in the same dungeon. Like you said, it's a matter fort this part of the game to not be too much boring!

Why not change your idea a little and do that there are more than one possible heroes, maybe computer controlled and with player-hero all together run for the same objectives, in different orders? So for example if player visit dungeon 1, could be partially visited by one computer-controlled hero, in searching of objective. And player can "meet" this hero and kill it (trying it) in a sort of "boss" fight ?

my 2 cents :D

note: RL are not going anywhere, in my experience you can build a decent RL in not too much time, if you want and then iterate and elaborate your idea, just try it!

66
About roguelike and 3d, I have to mention Legend of Grimrock 1&2:

http://www.grimrock.net/

And sells good on steam:
http://steamspy.com/app/207170
http://steamspy.com/app/251730

So, maybe "VR step" is a natural step ? I'm thinking it's possible, but require great gameplay anyway :D (meaning: with my RL skills it's impossible! )

67
Early Dev / Re: Fief: the Medieval Manor Simulation (WIP)
« on: September 24, 2015, 06:49:43 AM »
thanks for answer. Build a Gui toolkit from scratch (for me, IHMO) is a waste of time, but I understand you put all this effort in order to get more control on Gui :D

Keep this project alive :D

68
Development Process & non-technical / Re: New RL in development
« on: September 22, 2015, 11:19:24 AM »
Something about the lifestyle of a traveling\shaman\coder...

Are you a homeless person? What is that shaman thing, do you perform actual shaman stuff to people?

This is a crazy livestyle, but it's time to each roguelike developer to be more shaman!

69
Early Dev / Re: Fief: the Medieval Manor Simulation (WIP)
« on: September 17, 2015, 01:59:10 PM »
It's a challenging project for sure! Keep on i!

Btw, as Java developer I'm curious, what kind of gui library are you using ?

70
Early Dev / Re: CryptoRl
« on: August 28, 2015, 09:48:12 PM »
Quick update: see first post, I've done release 1.0

I've decided to stop here with this experiment, now I have bases to do something more elaborated!

Thanks to anyone wants to send me some feedback!

71
Early Dev / Re: CryptoRl
« on: August 27, 2015, 09:52:35 PM »
New version 0.5

I'm experimenting some limits with asciiPanel, regarding how change color of tiles. In this version there are some bugs, I'm aware of it, but anyway I need some testing if you want to partecipate, feel free!

I'm start to thinking again and keep scope of this project relative small, polish it a bit and claim it version 1.0 and then maybe try a graphic version of it, with mouse support (crucial for special ability support!)


Changelog:
- add abberation: glyph A, low on motion, just wander and kill anything in range
- added visual feedback to invisibility: player is now gray
- bug on messages, review messages system,  duplicated messages when on item
- create a win condition: 5 levels alive
- added crystal, so there is some light in dark caves

72
Early Dev / Re: CryptoRl
« on: August 21, 2015, 11:09:10 AM »
New Version 0.4

In this version, bugfixes but also:
- a new type of monster, stygian bird, attack player on sight, but run away if low on health
- player can wait a turn using space
- invisibility potion and torch to get more vision radius

Any feedback are welcome!

73
Early Dev / Re: CryptoRl
« on: August 19, 2015, 02:18:50 PM »
New version, 0.3

This time I've added a small inventory with 10 quickslots, useful to collect potions in order to survive into infinite caves.
I've also fixed bug posted by Rust, now must be okay (hopefully!)

74
Early Dev / Re: CryptoRl
« on: August 18, 2015, 03:38:42 PM »
New version, 0.2, see first topic for download link.

Major add for version 0.2 is random dungeon generation.
A little bit of story. In the past I've build and wrote some tutorials for build little roguelikes , but I've never build a roguelike from scratch. In particular dungeons generation is an enormous topic, so.. I'm here with CryptoRl and want to study and learn something new.

For this particular implementation I've used random walk, with some custom rules:

1) starting point is near center +- a value (5 for this build)
2) avoid to use last direction: so is not-so-random walk ;D
3) avoid to use opposite direction for next move: for example avoid to go Down if last move was Up, seems reasonable, to avoid random walker to get stuck in one point
4) place exit in a random point on map, but always with a connection between player starting point and exit itself. Using awesome Kevglass's Slick Astar implementation.
5) add a creature with a probability of 15% for each floor tile and potions with probability of 5%. Each of them with a minimum distance of 30 tiles for any other creature of potions.


As experiment I'm happy with result. Now game doesn't have an end or a purpose, but it's more like a roguelike :D

75
Early Dev / Re: CryptoRl
« on: August 17, 2015, 09:44:20 AM »
thanks for feedback and the issue!

I'm not sure how to display player and monster abilities, because with AsciiPanel there is no concept of "animation". I'll work for another version, in particular for procedural generation of levels and about monster behaviours, there are a lot of interesting discussions in this forum, I have to read a lot  ::)


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