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Messages - AgingMinotaur

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106
Design / Re: Turn-based vs real time
« on: January 12, 2017, 10:52:42 AM »
A possible downside to using separate modes for combat and movement, is that you lose some of the flow and general feeling of freedom that's typical for (old-school) RLs. Non-modal gameplay can result in more "emergent gameplay", I think. An example of what I mean, is how shops work in Nethack, et al. It'd be difficult indeed to make an equally dynamic system/interface in a game with modal combat. (Of course, there are degrees: people find systems like in Fallout or Final Fantasy more or less easy to swallow.)

Re action points etc. I'm no huge fan myself, but it can work for a highly tactical game, or if you control more units. Having to click several buttons just to move seems like a hassle, so I guess in that case a separate battle mode might be preferable.

As always,
Minotauros

107
Player's Plaza / Re: Mobile vs PC platform for roguelikes
« on: January 11, 2017, 03:48:13 PM »
It depends on the game. Some games fit a phone/tablet interface well, others are more suited to playing on a computer. You'll have to make a choice based on what kind of game you want to make, and design it around the interface you choose. Y'know, is it going to be a Dwarf Fortress-inspired submarine sim, or Flappy Bird with nuclear torpedoes? Asking this crowd, I'm sure no one will be turned off by a game for the PC, at least ;) Sorry for stating the obvious, but you asked.

As always,
Minotauros

108
Early Dev / Re: Land of Strangers
« on: December 05, 2016, 01:58:13 PM »
The Linux build (*.deb) is up. Also. I updated the windows/sources downloads with a tiny patch that makes wheelin' judges a bit more interesting (version 10.1).

An annoying issue with the current version, is that the game sometimes freezes for a few seconds when building a settlement. I'll have to fix up the map building routines for version 11. Also, present in this version are "foibles and shticks", which I might scrap for the future. The shticks just feel too much like skills in how they're implemented, so the whole subsystem feels a bit obsolete. I may also want to find a more interesting/unique implementation. We'll see ...

As always,
Minotauros

109
Early Dev / Re: Land of Strangers
« on: December 03, 2016, 03:10:47 AM »
The project is Lost, not dead. Here is an interrim release, before a proper beta, which will hopefully follow suit.

LOST #10: BLOODSHOT VISTA <=== download from the blog page, please :)
(windows) (sources) (linux build will be up in a few days)

Quote
MAIN CHAINGES

* BUG: Corpses etc. sometimes overwrote existing props on map
* BUG: Loading a saved game messed up screen settings
* BUG: Sprites left ugly residues, or conversely turned invisible
* BUG: Stackable inventory multiplied indefinitely when picked up
* BUG: Climates would skip filling some floor tiles
* UI: Reverted hand drawn tile set
* UI: Speech bubbles
* UI: Continuous tiling of walls etc.
* UI: Inventory items stay in same slot, even when wielded
* UI: The basic wizard modes (omniscient, savescum, immortal)
* UI: (Hopefully) improved item/action menu in various small ways
* Content: Scalping knives, derringers, severed heads, javelins, spear throwers, triguns, salt crystals, bricks, barb wire, smoke bombs, gravel, smithereens, stumps, splinters, shards, dust, ladders, doors, ditches, shit holes, gun slits, named corpses, adrenaline shots, armed proles, wheelin' judges, and more.
* Content: Rudimentary settlements layout
* Content: Shops, and other constructs and places of interest
* Skills and quirks: Steel chewer, the bone way, the meat way, trick shooter, fusileer, whip expert, long sting, magnetism, swimming, unpromising, everybody's asshole, unfancy shooter, musky, one-eyed, war wound, daft smiter, limp
* Starting careers: duelist, swordfighter, pilarist, neophyte, mudfaced goon
* Game/events: Simple drowning
* Game/events: Use anything as an improvised melee/thrown weapon
* Game/events: Sprinting as a default action (incomplete)
* Game/events: Extended actions (digging, demolition etc.)
* System: Rudimentary day and night cycle
* System: Tiles grant temporary flags ("drowning", "in the shitter")
* System: Slightly improved AI
* System: Basic functionality of critter factions/loyalties
* System: Basic system for dialogue
* System: Basic trading, cash value of props
* System: Still working on overworld/climate map generation …
* System: Fleshed out character generation a bit
* System: Outlined a system for careers and skills
* Kits: Migrated many effects from sources to data files
* Kits: Merged "sledge hammer" and "pick ax" as "sledge pick"
* Kits: Simplified several variables, added a few more
* Plus various many small tweaks under the hood

I'm more or less on the verge of starting to add content in earnest. I might write a few more lines about the release later. In the meantime, all comments are welcome.

As always,
Minotauros


110
Design / Re: Whimsy in Naming Conventions
« on: November 17, 2016, 11:25:10 PM »
I may not have that, but at least I have this :)



As always,
Minotauros

111
Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 11)
« on: November 10, 2016, 09:39:26 AM »
New Article, the last in the roguelike story series: Weaving Narratives into Procedural Worlds, Part 3: Methods
Cool. I really enjoyed the first two parts.

As always,
Minotauros

112
Design / Re: Whimsy in Naming Conventions
« on: November 01, 2016, 08:15:52 PM »
I'm sure I've had some weird ones throughout the years that I can't remember. But my in-dev cowboy Roguelike has a dialogue generator which is lovingly dubbed swear_engine.

As always,
Minotauros

113
If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water.
In fact, this seems to be the case for any grass tile whatsoever.

I like the mechanic with status ailments, but they don't seem to really come into play so often.
Keep in mind, I might just not be paying attention ;) But I'm wondering if there is a bug with natural regeneration. Every now and then, my hp seems to instantly bump up to almost max.

As always,
Minotauros

114
Thanks. I'm doing pretty well again at this point. Now, I guess it's comments time: I quite enjoy the game, and must say it has grown nicely since last I tried it out. The atmospheric world carries a lot. Most of my comments are nitpicks, only because I find the game to have overall polish and appeal. I'm looking forward to see how the world and the system evolve, so "carry on" is the word of the day.
 
INTERFACE

* Regarding the compilation process, it was mostly a matter of following the readme, except for hand building the libraries after installing libgtest-dev.
* When I create a character and press "*" for a random option, I'd like to know which option I got to inform further choices (ie. an info line like: "Male giant./ Select your class").
* "w"alk works 8) But maybe a doorway/branching corridor should be a treated as a stopping point? Just a suggestion.
* After a few games, the log files start piling up. Most of them are empty. Maybe they could be autodeleted, or put in a separate directory?
* Backspace doesn't work in prompts. Annoying when I drop a lot of stuff, get "Drop how many?" and accidentaly put in "d".
* To the benefit of newbies: The manual marks several skills as unused. Would it be plausible to disable/"grey out" these skills in the levelup screen?
* I like the skill system, though, and I'm looking forward to seeing more skills implemented. For instance, I tested tanning at 100% and loved how thoughfully it was scaled.

BUGS

* I left Isen Dun and came to an island where there was a crypt. The crypt level contained a central chamber, but when I opened the door, I got Segmentation fault.
* I don't know if it's supposed to be so, but I'm able to skin corpses and make myself a cloak, even without the Tanning skill.
* Standing in a corridor and throwing clay pots so that they are smashed at the tile I'm standing, they don't drop any ivory pieces.
* Found a "staircase leading down" that looked like a sarchofagus "0".
* I am experiencing what must be a weird bug: If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water (discarding forever). This does not happen if I drop on special places (tiles where something was laying before, beneath trees, et al).

WRITING

* "You sense the presence of other creatures" is a bit void since, well, there's mostly always "other creatures" in a level. Is this for when a special monster spawns? I don't understand.
* "Kew says, «It's important to always have ways to escape bad situations." [missing end quote]
* Siriath described as an "elderly man in his twilight years", which may be a bit tautological.

CONTENT

* Villages: Good stuff. I would love more interaction, though. I wonder if you've considered something like random places of interest (more shrines and crypts, private property, gardens, pyramids/monuments, shops). (Take with a grain of salt.) On a related note, I don't know if various villages' disposition (are planned to) depend on the player's alignment, but I was half hoping that my Sceadugenga worshipper could enter the village of black servants and be greeted as a peer.

I did notice that I can attack people without their fellow villagers reacting, which felt kind of weird. Also, Hrimgar doesn't move if I shoot at him, letting me pepper him with arrows, but proceeds to attack if I move next to him. I didn't test if he drops the boathouse key when killed, but wondered about this.

* Combat: Some of the monsters can feel a bit samey, with much bumping + monitoring hp. That's typical of the genre, but I'd welcome some more variety in monster behavior down the road. It would seem appropriate for Siriath to cast spells, for instance.

I like the mechanic with status ailments, but they don't seem to really come into play so often. Some are poignant, like blinded, mute, exposed. Others, like slow, poisoned, sick, disfigured, I mostly carry on as usual. Is the severity scaled with the attackers level, ie. would a basilisk have more potent poison than an adder? My gut impression is that the ailments need balancing, should perhaps occur more often, or be more severe (but shorter?), or something …

Anyway, I only played this version a handful of times, and haven't gotten very far before, either. Just to test, I took an ogre more or less straight to the dungeon in the extreme north west, maxing out combat and bashing skills on the way. I managed to kill the first wave of monsters, levelling up from the early teens to level 32 before I was overcome by something in the second room. I don't know if this is an actual exploit/strategy/bug to speed start a game at an absurdly high level.

Quote
And Mervyn Peake!  That's a name I haven't heard in ages.  I read "Titus Groan" many, many years ago.  Actually, decades, at this point.
I read Titus Groan and Gormenghast about fifteen years ago, and really liked them at the time. Titus Alone is an interesting conclusion, I think, a bit removed from the other books, and almost venturing into some kind of early gothic/fantasy steampunk :P :)

As always,
Minotauros

115
Hey! I'm so bogged down in work these days, I hadn't expected to find the time for this in a month or two. But lucky me, I suddenly contracted diabetes and was rushed to the hospital. Brave new metabolism! So last night I passed some time compiling SotW for Debian testing (stretch). It was mostly just a question of following the instructions in README.build.linux. First I installed these packages:
Code: [Select]
premake4 lua5.1 libboost1.61-dev libncurses5-dev liblua5.1-0-dev libxerces-c-dev libboost-thread1.61-dev libz3-dev libboost-filesystem1.61-dev libboost-regex1.61-dev libgtest-dev zlib1g-dev (I'm actually not sure if lua5.1 is needed, or if liblua5.1-0-dev is enough)

Then I edited a line in copy_libs.lua to read:
Code: [Select]
lib_dir = "/usr/lib/x86_64-linux-gnu"
I created the makefile like so:
Code: [Select]
premake4 --lua_include=/usr/include/lua5.1 --lua_link=lua5.1 gmake
Finally, Google were being weird. Simply installing the package libgtest-dev doesn't actually install the necessary libraries. Instead, I had to manually do this (as root):
Code: [Select]
cd /usr/src/gtest
cmake .
make
cd /usr/lib
ln -s /usr/src/gtest/libgtest.a .

I've just fired the game up once, and it seems to run fine. I'm posting this to the possible benefit of other Linux users. So now I'm looking forward to playing SotW again (as well as finally getting around to reading the third book of Mervyn Peake's Gormenghast).

As always,
Minotauros

116
Cool! I won't be able to make it (this year either), but I'm sure you'll get an inspired/inspiring bunch together.

As always,
Minotauros

117
How exciting that you are working on a Linux port! However, I can't get it to work on current Debian Testing (Stretch).

First of all, it depends on libboost.1.60, and my computer has version 1.61. It also needs libncurses6, but I have libncurses5. That's all I've figured out, it crashes looking for shared libraries: libncurses.so.6 and other files I don't have. Not knowing these toolchains, I'm mentioning it for your reference ;) Looking forward to trying the latest version soon (in worst case, wine), it's really been too long.

As always,
Minotauros

118
Design / Re: What makes a roguelike easy or hard?
« on: September 09, 2016, 10:02:17 PM »
[…] Enemies with special abilities […]

But monsters' special attacks or abilities are something limited, and once you know how to deal with a monster with such ability, the game difficulty will difficulty and so the challenge it represents to the player.

"the game difficulty will difficulty"=?

Anyway, I think I get what you mean :) This can also be affected by stuff like healing and experience, though. Taking as an example my own old, abandoned game Squirm: One of the things I'm pretty content with, is the monsters (at least the low to mid level ones). The basic "windshield kill" (goblin aardvarks) are quite easy to take down once you learn the basics of the game. But there is no "wait to heal", so even if you encounter a goblin aardvark that you expect to beat and lose only 1 or 2 hp, you're still better off avoiding the fight, if you can (you don't get xp from killing). Then there are situations where a few goblin aardvarks appear together with a more formidable enemy, which makes things more complicated. There were also critters which could pose a threat or be used to your advantage, like nightswarmers, which simply move randomly and attack anything in their path: A single mob of this type can be run around or hacked down, but a whole swarm in a cavernous room will either be a threat (for instance if you're running from a group of dangerous nothingarians) or a boon (if you have mapped it already, you can lead your enemies to it).

Also, due to the nature of the game I'm developing, magic is a very limited and scarce resource or skill, but powerful.
It doesn't have to be "magic", though. Consider that the exact same ability could be labeled as "blink" or "jump", depending on setting and such. You may not want jumping in your game, of course, I'm just saying you shouldn't restrict yourself unnecessarily.

If your game depends on limited resources (potions, mana points, power cooldowns, whatever), the right balance is usually that the player will find/have just enough to get by. […]

[…] But in this case, both low level mobs and high level mobs should represent a rather similar challenge for the player, otherwise there is no reason why the player should use potions or spells at the beginning. I mean, if a rat is not a challenge at all, then the player will just save these potions since he doesn't need them at all, so the logical decision is not to use them.

If that turns out to be a problem, you haven't managed to balance the game so that the player finds "just enough to get by", though, have you? ;) See Rogue for an exmaple of this done well. Also, loot tends to scale along with monsters. In the first levels, you might find flashbang grenades, which are useful to take out basic zombies, or might come in handy later if you manage to save them. For tight spots in the late game, though, you'll probably also have found better equipment, like a plasma gun to blast away the spawn of Nyarlathotep, or whatever – even if a spare flashbang grenade might be what spells the difference between life and death in the end.

As always,
Minotauros

119
Design / Re: What makes a roguelike easy or hard?
« on: September 08, 2016, 07:24:25 PM »
Hi, that is a very broad question :P :)

Try to get a prototype that you can play as soon as possible. It's near impossible to assess how difficult a given system will be in advance (especially if you're not an experienced game designer already). And when you get to the point where you're testing your own game, keep in mind that you're a lot better at it than most players. Ie. enemies that are windshield kills to you, will be a challenge to a newbie, and the stuff that you find difficult will be unbeatable to some.

Difficult features in games should of course always be interesting. As you note, putting in overpowered enemies (or just scaling enemies' HP as you get deeper in the dungeon) isn't very fun at all. Enemies with special abilities, on the other hand, can be fun. Most RLs feature one or more basic enemies (aka "giant rats", "zombies") which will usually just charge the player and attack in melee. A step up from this is any enemy with a single special trait: One that is fast, or uses ranged attacks, or is slow but super strong, etc. It doesn't always have to be "special attacks" either. Mixing in enemies with different behaviour patterns can give rise to a lot of challenging game positions. It goes without saying that any enemy you normally encounter should be beatable (or avoidable/manageable if you play well). Strictly speaking, a game can be said to be broken if it ever generates unwinnable positions (given perfect play from turn 1), but you'll have to at least partially rely on your gut instincts.

If your game depends on limited resources (potions, mana points, power cooldowns, whatever), the right balance is usually that the player will find/have just enough to get by.

In the end, it all depends on what you want. Some games use procedural lock+key puzzles (Brogue and Ultima Ratio Regum spring to mind), some require intelligent usage of spells/abilities (like Caves of Qud or Legerdemain), others go for a more pure tactical tension (check out PrincessRL and Hoplite, and a plethora of other 7DRLs). Rogue itself is a notoriously difficult game, and yet supremely well designed. It more or less invented typical RL systems like hunger and identification, and stands still as a shining example of what these systems are really all about.

You can also have strategic decisions which are "hard" in a sense, such as whether to invest skill points in weapon mastery or magic, or which wand to leave behind if you have a limited inventory space. If you like to play RLs as well, take note of how your favourite games implement systems to be difficult/interesting/whatever-it-is-that-like-about-them. Also, read up on which games are out there and check out the ones that seem interesting. Steal and adjust the ideas that you like.

Hope some of these stray thoughts can serve to inspire in one way or the other.

As always,
Minotauros

120
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: August 21, 2016, 11:05:38 PM »
I think Elona has a system for public performance, where a player who makes too many unsuccessful attempts at swaying the crowd, will ultimately get lynched.

As always,
Minotauros

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