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Messages - pat

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Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: June 13, 2019, 05:45:39 AM »
New version released and here's the full change list:

* Resized native tile size from 16x16 to 24x24. Previously I had every tile at 16x16 for some forgotten reason during development and sized these up or down as needed as I used them. This process through the bearlibterminal library had the effect of smoothing out the images as they were upsized which always left me feeling that they looked a bit blurry. Now that effect is removed on a trial basis to see if it feels clearer.

* Fixed problem with combining various enchantment names by adding a name_tail variable for '+1' and the like to go along with name_prefix and name_suffix.

* Added new monsters: plesiosaurus, poisonous snake, polar bear, pony, pteranodon, quipper, rat, raven, reef shark, riding horse, saber-toothed tiger.

* Fixed bug with misnamed hawk as blood hawk.

* Added change so that when trying to cast spells or do ranged attacks, if the attack or spell doesn't eventuatuate because out of ammo or spells slots etc, no turn is taken.

* Added number of new dungeon vaults with emphasis on wide corridors to enhance party play.

* Added feature to autoexplore so it finishes on the downstairs.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: June 07, 2019, 09:08:41 PM »
Yeah that’s the message you get when you try and talk to a non-NPC. Try talking to every NPC with a yellow title or bandits when you see them.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: June 07, 2019, 12:18:43 AM »
More passive commands is definitely on the cards. Admittedly part of the game’s design is dealing with the frustration of your allies going off on jaunts of their own but there should be a degree of control over what the party strategy is.

There actually is meant to be the ability to swap places with unconscious allies. I think the AI is a bit buggy with that so I’ll look at it closer and now I think about it, the player lacks the ability to swap - I’ll add that in so that whenever an enemy is in sight and you can’t heal, you’ll swap instead.

Allies don’t get XP and level and I think I’ll keep it that way although I’m going to make it possible for you to upgrade allies with weapons and armour that you find in the dungeon. All of the allies are exactly from the rulebook in terms of their stats and abilities with a couple of minor additions, ie. giving guards the protection fighting style. Think of them more as paid hirelings rather than true allies which is why they don’t progress.

It’s already possible to recruit humanoid monsters in the dungeon and that works particularly well on bandit mobs.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: June 01, 2019, 07:18:38 AM »
I tried to return to proper development this week after a month or so of being side-tracked from straight foward development. I actually found it a little bit hard to get back into coding after doing different things for a while and there were a couple of hours where my codebase felt a bit alien to me. Lesson to learn from that is to never take a break!

Main things that happened this week are:

* I finally received the finished product after paying an artist to create an image to use as cover art! I'm really happy with the result and I think it fits in well with the tradition from the original Rogue with cover art which doesn't resemble the game whatsoever!

* Custom names for player and for NPC's. During custom character creation you are still given a suggested name (and implied gender) but you can regrenerate this until you're happy or enter your own name. During the game, when giving orders to your allies, you can also choose to name them now as well.

* Reworking of the poison system. Before this I just lazily created a 'poisoned' condition which applied 1 hit point of damage per turn for a set number of turns. This didn't really reflect how poison works in the rules where there are a number of different poison types which instead apply damage instantly with various dice rolls to determine this, along with the chance of saving throw against variable difficulties with differing results if you succeed... there's a lot to deal with there from a programming point of view! But it's all implemented now and each monster with venom follows the rules as written in terms of how it's applied, how much damage it does, and whether you have a chance at a saving throw or not and what chance that is.

The poison rework actually has been a sorely needed buff for the rogue class because they start with a blowgun and poisoned needles. Needles only do 1 hit point of damage, but on top of that you add the dexterity bonus along with a possible sneak attack bonus and a further possible critical hit bonus AND now a further 1d4 poison damage. The end result is that rogues can dish out quite significant damage against poison vulnerable enemies right from the start of the game and it's even possible (although very hard) to play an effective solo rogue without a light source and specialise in hiding and sneak attacking from the shadows.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 25, 2019, 05:39:02 AM »
I’ll take a look at those things, thanks for the feedback. That autoexplore issue is a weird one and it must have something to do with a quirk of the line of sight algorithms in libtcod because autoexplore should stop if you can see an enemy but they should only be able to shoot if they can see you. I’ll add an exception to make it stop when the player takes damage which will resolve that issue but perhaps not the line of sight of issue.

I’ll also think about how to customise party members a bit better. Naming them would be trivial and perhaps I’ll put that in sooner rather than later - custom avatars is a bit more tricky but I could probably let them share the player options and give another option to just reset to default (because the player doesn’t have access to those avatars).

I can probably do something about the map darkness as well. Any suggestions like that are more than welcome, I find that I’ve taken on board most comments so far and put them into the game - you can lose sight of these things when you’ve been playing and replaying the same stuff over and over from the start.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 25, 2019, 12:23:11 AM »
New versions up on Steam and with bug fixes and improvements to autoexplore amongst other things. Full changelog:

* Fixed bug which caused crash when pressed esc while targetting spiritual weapon.

* Fixed bug which caused crash when trying to set spell macros but not having any spells to choose from.

* Fixed problems with autoexplore dealing with doors - now the game just opens all doors when passing by them.

* Added additional stop to autoexplore whenever a new object is seen.

* Fixed bug which caused a crash when casting misty step and cancelling during casting.

* Made change to make sure that no bug would show up during casting and cancelling spiritual weapon.

* Amended healing prayer message to make it clear that up to 6 targets can be chosen.

* Amended aid and bless message to make it clear that up to 3 targets can be chosen.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 21, 2019, 08:02:49 AM »
I had some really frustrating issues with the Steam Early Access launch where I had done everything right and the game was scheduled for release over the weekend. It announced to everyone that had wishlisted it that it was out but the store page didn't have a download link... there was a workaround through the steamdb website but it was really annoying to be unable to do anything about it until business hours Pacific time.

Turns out the issue was completely on Steam's end and the game was in a "unique release state" for unknown reasons which have now been fixed. So after all that, it's free for download on Steam at:

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 18, 2019, 01:46:27 AM »
This week was spent entirely on playtesting, UI fixes and bugsquashing yet again. I had a few people playtesting for me and it was really helpful to try and find a few odd things that were going on, particurly with areas of the game that I don't often replay. I'm pretty happy to say that I haven't had a crash or other issue come up in the last few hours of playtesting and my playtesters are saying the same. I even implemented an autoplay mode on top of autoexplore which doesn't quite manage to play without issue yet but manages to automate a lot of the game which was helpful.

This is great timing because the game unlocks on Steam Early Access in about 22 hours from now:

 It should be an interesting experience and I'm curious about how it's going to go because the game is still relatively immature but there's still a fair bit of content worth playing in my opinion. It'll always be free on all platforms and I've currently got about 50 wishlists for the game and I'll be trying to monitor things to make sure things don't horribly wrong once people are playing through Steam and I'll be keen to see what the stats end up looking like, which is something I have no idea about currently.

Moving forward from here, I think I'll keep trying to release unstable builds regularly on but perhaps hold back on the content which hasn't been tested from Steam so that version is always stable. I've started planning for the next arc of development which is the addition of more dungeon features, encounters and complex traps. And what I mean by complex traps is something like the player exploring an old church and stumbling onto a pressure plate which locks the door and releases a group of ghouls. I don't think I'll implement traditional traps which just cause damage but hopefully they'll all incorporate the environment like that and make for some fun!

Full change list:

* Implemented a rough autoplay for testing purposes. It's commented out in public builds but it combines autoexplore with invincibility and autofight.

* Fixed bug with error in tile setting for chimera.

* Fixed bug with accidental doubling up of fighting styles at level up to 10 for fighters.

* Fixed bug with shocking grasp causing crash.

* Fixed bug with displaying armour character in non-default font in bearlibterminal.

* Updated character creation so that you can restart at any time and continue creating a character.

* Fixed number of player avatars with overly transparent backgrounds.

* Added heavy armour proficiency to all clerics to reflect that they are all Life domain.

* Made sure that previous saved games are deleted upon player death.

* Fixed bug where converted bandit archers would not use ranged attacks as allies.

* Updated character creation so if you press escape on the first menu, you're back to the main menu.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 05, 2019, 01:41:14 AM »
User feedback told me the font was too small (although it's exactly the same as Incursion) so I've made an unholy combination of a bunch of different fonts through the game with the help of BearLibTerminal to fix the issue:

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 04, 2019, 10:49:01 PM »
Yeah sure, I’ll take a look at that and see what I can do.

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: May 03, 2019, 10:21:06 AM »
New version up:

Major changes are the inclusion of level 3 wizard spells fireball and lightning bolt, the introduction of a character level cap of 10 to reduce the scope of the game to something more feasible for now, and the reworking of composition of various graphical tiles so that objects can be stacked on screen as well as a few other better looking effects.

Full change log:

* Implemented fireball spell. 3rd level wizard spell with radius of 3 squares, dexterity check for all targets in that radius with 8d6 damage on failed save and halved for successful save.

* Updated spellcaster AI so that mage companions can use the fireball spells if they are far enough away to be safe and no allies will get caught in the blast.

* Fixed bug where enemy archers projectiles weren't being animated.

* Fixed bug where actors out of sight would overwrite door squares.

* Added a 1 in 3 chance of kobolds, orcs and bandits in mobs to have a lit torch.

* Increased chance of spellcasters using shocking grasp and inflict wounds in combat to 50% per turn.

* Fixed bug where AI spellcasters weren't properly using spell slots.

* Fixed issued in compiled version where second console window opened for no reason.

* Added level cap of 10 so that focus can be put on those class features under the cap.

* Implemented lightning bolt spell - 3rd level wizard spell with a ray sent from caster, dexterity check for all targets in the way with 8d6 damage on failed save and halved for successful save. Still not finished because it needs to keep going until it hits a wall and this currently doesn't happen.

* Added transparency to custom tiles. Changed actors to be printed on another level to background and to effects so that they can be visually merged properly for a better graphical effect. Made a whole host of changes behind the scenes to do with different layers - now background is layer 0, actors, items and effects are layer 1, special effects are layer 2, and menus are layer 3. Items now stack on ground (!!!).

* Fixed bug in character creation where menus for high elf cantrip selection didn't clear properly.

* Fixed bug where last spell caused a crash when you hadn't cast anything yet.

Temple of the Roguelike / Re: The Temple is crumbling down...
« on: May 03, 2019, 12:14:57 AM »
Hey Krice, any update on a release date for Kaduria? Looking forward to playing 1998’s best roguelike in the year 2019

Have you tried playing around with layers and composition? It can often be easier to turn composition off to make things simpler and I know that it was the cause of a few problems for me and I only turned it back on once I had specific plans for it. One potential issue you might have is that you’re effectively overwriting characters but it’s a bit hard to tell from what you’ve posted.

If I understand your question properly, this is what my code on that point looks like:
Code: [Select]
key =
if blt.check(blt.TK_CHAR):
key_char = chr(blt.state(blt.TK_CHAR))
key_char = None
And then I test the key and key_char variables like this:
Code: [Select]
if key == blt.TK_KP_1 or key_char == 'b':

Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: April 26, 2019, 09:09:27 PM »
Because I’ve been updating so regularly, to make distribution easier, The Red Prison is coming to Steam:

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