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Messages - provolik

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Hi Karzack,

I am glad to hear you like a skill based RL even if level based are more popular. I think because it's simplier to describe a character in levels than in skills.

Level is variable and determinate the power of the character; stats & skills are differents.

For example in my RL the character has a fixed constitution (about from 10 to 16) and HPs are derived from constitution (cons x 5), so they are fixed too. This method cannot feat level model and make death different from classic RL I played.

Windows version? I don't know, maybe if D development will continue in the right direction :-)

Sounds like a solid feature list.  Any planned, but not yet implemented, features?

Yes. I am only at 0.2.1 edition of my Roguelike and I am deciding what I have to first. Probably the next feature is the magic system: it will be based on MANA and some spells (I think about 20), but the cast power will be different and decided by the player if the property skill is upgraded.

With this feature wil come up others like special skills which reduce penalty for multiple attaks, increase resistance powers, give bonuses in defence or with trhow weapons.

Actually I don't know how much time I will spend to do that, but I will do ;-)

Good job on the bug fix, keep at it!   8)

Thanks. However the change from Kubuntu 8.10 to Kubuntu 10.04 gave to me some problems because I updated the version of Tango. At the moment I realize that here there aren't the features of my game, so an user must download it to discover them. So I describe them here quickly (sorry for bad english):

  • A round passes on every press on keyboard even if it's wrong. So you have to pay attention to the enemies
  • No class and no level. The character is stats and skills based.
  • No experience but increments points to upgrade skills. You can upgrade a skill from X to X+1 if you have (X+1) * 10 points. Howvere some skills have double, triple or quadruple cost
  • No reward for killing. You gain increments points by exploring the dungeons and not by killing creatures.
  • Dynamic death. If you reach ZERO HP you will die for sure, but if you go under your half HP you have a chance (big chance) to die anyway. To have more chance to survive upgrade you constitution saving throw.
  • Tactical Defence. You can choose if you want to defence yourself by evading or by blocking the attack. With blocking you use the same skill of the wielded weapon, but not all attacks can be blocked without a penalty.
  • Double weapon. You can wield two weapons using ambidexterity for the second weapon if it is lesser than you wielded weapon skill, otherwise you use the skill value.
  • Multiple attacks. You can set your attack to multiple, so you will do 2 attacks with a penalty of -2 on the first and -4 non the second.
  • Strength is a skill (not so obvious). You can increments your strength to do more damage on every attack
  • Dungeon diversity. 4 kinds of different dungeon can be played (randomly). However for the first steps you will play only classical dunegons (rooms and corridors)

Just a note to say that I have released the 0.2.1 version. It fixes a critical bug and make the code in-line with D.Tango-0.99.9.



Traditional Roguelikes (Turn Based) / Arcan Myth RL 0.2 Released
« on: May 06, 2010, 12:24:32 PM »
Hi to all,

this is the second step of my effort to create a Rogue Like based non my Free RPG (Paper & Pencil).
This is an alpha project yet only for Linux Debian Ubuntu. However I tried it successfully on Fedora.

Download it at:

The websites is in italian but the game try to be in english so don't worry if you don't understand anything about the website. The blog now has a download and a screenshot version.

I did several changes from 0.1: the interface now fit the base console perfectly, Characters can be more customized (more skills), more difficult to finish the game, different kinds of dungeons and other more.

Try it if you have linux and... bug reports will be appreciate :)


Programming / Re: Annual Roguelike Release Party
« on: April 07, 2010, 02:01:28 PM »
I think this is a nice idea. However I understand the cons and I think that we can work on this idea to make it better.

For example we can decide the better period for this event and maybe a kind of prize (better release/update of the year?) to be put in the developer website.

Only ideas, but some cents is better than nothing ;)

Programming / Re: Console and size
« on: March 11, 2010, 04:12:23 PM »
I redraw everything to fit in 80x23.

Maybe some DATA will not be intuitive but I am glad about the result ;)

Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 11, 2010, 04:10:53 PM »
I think so. I will add a screenshot page to my blog as soon as possible :-)


Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 11, 2010, 08:07:31 AM »
I'm glad to hear about linux, I haven't chance to test it.

I only said that I unzipped your .7z with ark under linux but your game does not work in linux. However it works using wine (windows emulator).


Traditional Roguelikes (Turn Based) / Re: Arcan Myth RL 0.1 Released
« on: March 11, 2010, 08:04:02 AM »
I'd like to play it but it doesn't run with my SO.. why don't you make also a windows version?

First of all because I have linux and I like working under linux: I left windows some years ago and now working on it, even though in a virtual machine, make me no happy. In second stance for technical problems: as I said D.Tango does not have so much support for newbies, so I created a kind of curses classes on my own using the ascii escape codes for colors and I use termios instead of the function fetch (not present in linux version). Probably this two classe does not works under windows and I will need to completely rewrite them.

Maybe in the future I will convert the game, but now I want programming for fun :-)

Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 09, 2010, 08:48:00 AM »
The game looks cool and I would like to try it, but how do I unzip a .7z file?

Under linux (I have ubuntu) ark works well ;-)

Programming / Re: Console and size
« on: March 09, 2010, 08:46:58 AM »
Thanks to all, now I am working on re-design my game to fit exactly in 80x24 (I discover that I have to fit in 80x23). In the 0.2 release it will be all ok.

Thank you ;)

Programming / Re: Console and size
« on: March 08, 2010, 04:45:41 PM »
At the moment I think I will re-design all for 80x24 console/terminal.

Another choice I may do it's starting the game in xterm with the "resolution" I need, however STU critics was really convincing

Programming / Re: Console and size
« on: March 08, 2010, 02:44:17 PM »
Your answer suggest to me to re-design all... However: my linux ubuntu console is 80x24 and I cannot resize all in %% as I use ascii chars.

Programming / Console and size
« on: March 08, 2010, 01:12:52 PM »
Hi to all.

At the moment I am developing an RL under Linux and I decided some times ago to display my game in a certain way but this way make all larger that the default linux console size.

I am considering to change all my interface e re-design it to fit the default console size but I want to ask to you: is it better to re-design and fit in the default console size, or is it better to inform the player to enlarge his console?

Thanks to all the answerer and sorry for my horrible english.

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