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Messages - st33d

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Programming / Re: Ending: Adventure mode
« on: May 01, 2013, 10:24:56 AM »
I think I need to make the "advance" door even more obvious.

Programming / Ending: Adventure mode
« on: April 30, 2013, 10:53:12 PM »
My game here is just about finished:

3 modes: puzzle, adventure, editor.

The adventure mode is pretty much a hard 1hp roguelike. It's harder than the puzzles. I struggle to beat it, scoring 349 moves on my last run.

I'd like to know how roguelike players fare in the game's hard-mode.

Early Dev / Re: Dungeoneer (Temp Name)
« on: March 25, 2013, 09:17:30 PM »
I didn't read (lol) and it took me a while to translate kills into spell costs - because there's nothing in the spell menu that shows skulls for spells.

Seems to work okay, but the surround attack has one obvious design flaw in that you can chain it by killing all the things next to you. Ripping of the spells in that 82342342134234 by brog might help (push is a super-useful spell).

Can we have a new term called Roguelike-Krice-Doesn't-Like? Because that covers just about anything which I'm happy to play.


I got to play the new tiles-DoomRL on OSX finally the other day. It, err, well, the interface is a bit dodgy. It's context sensitive to the point where I'm constantly opening my inventory even when I don't want to. Which is a bad example of context sensitivity. No VI keys, no keys at all it seems - which is pretty irritating on a turn based game on my desktop. The tiles - I usually rate Derek Yu's art, but this just seemed a bit ropey and didn't have any of the charm or humour of seeing Doom in ascii. The medium difficulty seemed ludicrously soft as well. I managed to get quite a way in before dying, which is bizarre compared to when I played it last in ascii.

All in all, a bit underwhelming.

Still a nice game. Just not quite as nice as I remember. Bit like Minecraft really.

Early Dev / Re: Miner Prototype
« on: February 06, 2013, 08:00:47 PM »
Only picking up one gem at a time gets a bit tedious. Free fuel was nice but it just turned into a lawn mowing game. I mean, if you've got infinite food you might as well scrub the whole area clean - just to reduce the cost of any future journeys.

Early Dev / Re: Miner Prototype
« on: February 03, 2013, 10:59:59 PM »
Yea, not a fan of no-shop. The whole fun of mining is micro-managing your resources. Debating on whether to spend my cash on fuel or upgrades was the best bit.

I disagree with making set challenges in this, that's not mining. Imagine if Minecraft had prefab maps or the world was made of jigsaw chunks. How boring would that be to go searching for resources? Which brings me back to the shop thing again - Minecraft's shop is its crafting screen.

You could perhaps add different types of resources - like how Starcraft has gas as well as minerals, the gas being very different to mine and offering a different tier of rewards.

Early Dev / Re: Miner Prototype
« on: January 27, 2013, 08:38:35 PM »
I quite like this. Scored 7.

Some keys to operate the shop would be nice - or responding to clicks for movement. Just so I don't have to switch from mouse to keys all the time.

Although having some fancy algorithm calculate how far you're from home would defeat the point, some coordinates would be helpful as well. It makes navigating home a little less confusing.

Early Dev / Re: Small RL Demo
« on: January 22, 2013, 09:58:41 PM »
quite like the mining mechanic

after playing Corrypt are you going to allow towing back tanks that get stranded?

Programming / Re: Floofill
« on: January 05, 2013, 10:22:10 PM »
This is why I created all the dungeons in Red Rogue as images. Flash's BitmapData.fill runs at native speed, so it's faster than any algorithm you could possibly write in actionscript. Testing room connection was simply a matter of seeing if it had ended up a new colour.

I tried making a graph to help with the issue of gravity.

But what I didn't realise was that when the ladders are pushed out they can end up dropping into a new room - missing a drop and making an impossible to escape pit.

Solution? Double the size of the image and draw pixels on top of every surface and up every ladder. Then floodfill. BitmapData.getColorBoundsRect instantly reveals any detached surface.

Floodfill even let me do gate and key puzzles really quickly.

I'm really not looking forward to writing one when I start using a proper language.

Early Dev / Re: Hunter RL.
« on: December 08, 2012, 12:18:37 PM »
FTL's food clock is very good. You must press forward or get caught up by the rebels. I think you would have to see this boss of yours constantly escaping to the next area to achieve the same sense of urgency.

TOME has a lot of good ideas for melee spells. Whirlwind attack is one (hit all adjacent squares). You could have a spear that hits a tile ahead in the direction you move for extra range. Any form of haste is also useful. Swapping places is useful. Pushing a monster a tile away is useful. There are loads of melee spells if you think about it in terms of movement mechanics. (thought of another - chess knight jump, and another - stun locking a monster for a turn, I could go on...)

Early Dev / Re: Hunter RL.
« on: December 06, 2012, 11:37:51 PM »
The always hit, puts me into a design similar to like zaga-33 are there any other games that do always hit? I cant think of any of them.

My Turnament and your MicRogue do that.

However, both Turnament and Zaga-33 have single use wait actions. In Zaga you can spend a skill to get the first hit on a monster, in Turnament you can smash a pot to do it.

If you go with single hit on cardinal directions then you need a wait-resource.

(This looks lovely by the way. Quite basic in terms of gameplay at the moment but it's early days.)

Early Dev / Re: Red Rogue
« on: December 04, 2012, 01:04:43 PM »
All done, we're live. Thanks for playing everyone.

Here's that Linux build link:

Early Dev / Re: Red Rogue (platformer roguelike)
« on: December 01, 2012, 10:45:08 PM »
Will be releasing this Tuesday December 4th.

Here's the links to the final versions, Red Rogue is now a desktop game (I'll be moving the online version to Newgrounds and Kongregate, will become a resource that loads on any browser).

SWF file:

Haven't got a Linux build yet unfortunately. Hoping the internet will step in and offer to help convert the SWF with this player:

Incubator / Re: Roguelike Bundle preparations
« on: November 20, 2012, 08:00:14 PM »
Big games companies tend to release / announce early in the week. This is because if it fucks up then you've got the rest of the week to fix things. Releasing at the end of the week is the worst because no one wants to spend Friday evening fixing stuff.

Other Announcements / Re: Roguelike Radio podcast
« on: November 12, 2012, 08:04:55 PM »
It depends on the project and how the UI develops.

A recent project I worked on (Turnament) required a few graphical fixes towards the end because players weren't understanding some of the basic concepts (like doors). This was because they weren't being communicated clearly enough.

A lot of programmers (and artists) seriously misunderstand what graphics are for. They aren't to make things pretty - they're there to communicate to the player. If you can't understand how to play just by looking at the graphics and the animations then it doesn't matter how pretty or ugly it looks - you've failed.

Reusing graphics is hardly an issue, we reuse animations and tiles all the time at work and our artists are considered to be among the best. But there's usually a need for the odd recolour or redesign to make sure communication with the player is taking place.

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