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Messages - corremn

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Temple of the Roguelike / Re: The Temple is crumbling down...
« on: April 26, 2019, 11:25:36 AM »
I get bullied with nonsense because I'm an actual roguelike developer and have strong opinions about roguelike games and the genre.

Wait...what? You are a roguelike developer?

The majority of PC playing kids in my country have laptops nowadays.

Updated version - version 1.0.0 RC 07 7/01/2019

- Rename Large dog to hell hound when breathing fire.
- Now uses "an" in descriptions
- Identified all corpses on the ground.
- Firebreath description did not line up with other spells.
- Fixed cheese bug



Once again I was inspired to fix a couple of nagging bugs. Rest levels and final chest bugs have been ironed out.

Youtube playthru by VirtuaSinna on his RogueLove channel:

So I present to you the new and improved adaptation of The Warlock of Firetop Mountain 1.0.0 RC07

Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock, or so the rumour goes.
Several adventurers like yourself have set off for Firetop Mountain in search of the Warlock's hoard. None have ever returned. Do you dare follow them?

You take the role of an adventurer on a quest to find the treasure of a powerful Warlock, hidden deep within Firetop Mountain.
People from a nearby village advise that the treasure is stored in a chest with two locks, and that the keys are guarded by various creatures within the dungeons.
You approach the shadow of the great mountain.

The local villages have warned you that the entrance is well guarded...

Good luck!



version 1.0.0 RC 07 3/01/2019
- Fixed incorrect final keys bug
- Fixed rest levels re-activating
- Rename Large dog to hell hound when breathing fire.
- Now uses "an" in descriptions
- Identified all corpses on the ground.
- Firebreath description did not line up with other spells.

Hey corremn, glad to see you back :D

Good lucK!

Thanks Slashie.  Roguelikes are never far from my mind, but too time poor.  Happy new year.

RC 6 :)  Super looking forward to this!  Do you have a sense of a final version in the future?  I.e. are you actively working toward an RC 7 or should I look at this as the final step?

On a side note, thought you might enjoy - I took a couple stabs at Sewer Jacks:

Hi, my idea is the game is finished, I am just cleaning/tidying it up before I release version 1.0. That does not mean I wont continue working on it from time to time.
Obviously I have to fix the key bug, but I think the game is done.  (There is so much more I could do but that was why I started Warlocks Mountain, perhaps I should clean that up next as it is not in a playable state)

Thanks for playing SewerJacks, looks like a cool game :) Seriously I have not seen that for ages, it blew my mind, look at home much work I put in to it.  That game really needs a new release.
Funny thing about SewerJacks is that I have a completly unreleased version somewhere, with a tutorial!  When I watch people play it, it is obvious that playing it like a roguelike will get you killed quickly. 

Some simple rules:
Let enemies come to you (never let them get the first hit)
Dont get outnumbered.
Blitz should be used frequently, mostly to get into a good position or avoid bad ones. (ideal to close the gap quickly to attack enemies next to a wall.
Never get pushed into a corner and never fight from one, quickest way to die use blitz to re-position. (also avoid having a wall at your back)
And obviously try to push enemies into a corner or a wall.

(and by push I mean that most attacks will result in a knockback - knockbacks against walls turn into hits)

This game is really about positional strategy.

Man I could talk for hours about this game so I will shut up now :)

P.s here is my 9 year old video on Sewerjacks, and no, we didnt talk over our vidoes in those days. ;D

I just experienced the "You do not have any of the keys" bug when you have all the keys for the treasure.  So the bug still exists.
I will have to look at the code for this one.

Note that dropping some items (possibly the required keys and picking them back up) fixes the bug and allows you to progress.

Smelly cheese is only dropped by bosses (and possible boss chests), I think the player can take that as a hint. 
And yes it is rather confusing.. However I feel sticking to the original source material is best approach here.

Of course I could write a complete manual, and those players who like to read such things can.

Yep smelly cheese has a specific use - one useful and one not so useful (but gives you an achievement).  The first is kinda obvious when you encounter certain scenario.

I see you already found out the jumbled monster descriptions one.

The other thing I noticed is that when you have a full inventory, you can't pick up ammo for your equipped type.

Monster descriptions should be fixed, with the latest binary. Note I am just replacing the binary for minor updates, so it will seem like I am not updating it.   The latest binary should say "06r5" in the start screen.  Save files should in incompatable.

I have noticed the pickup bug before, but since you have mentioned it I will go ahead a fix it.

Feel free to give further feedback on what you like/dislike while playing (and of course any bugs).

Version Update: Warlock of Firetop Mountain version 1.0.0 RC 06 update 5.

Fixed a bunch of minor stuff. Thanks to our Finnish friend.


Design / Re: Corridors considered harmful
« on: November 11, 2018, 12:23:46 PM »
I don't design maps based on "generation." Or rather, I didn't use to.

That make no sense. Please explain.

Thanks Krice, very simple errors I should of picked up on. Also missing is message history command (ctrl-p) which I will change to 'm' when I get around to it.

Just noticed the monster descriptions get jumbled after a load.  Doh.

Design / Re: Thoughts on this identification system idea?
« on: November 05, 2018, 12:55:36 PM »
I think the gaming community has changed since the item identity game was invented. Nowadays there is soooooo muuuchhh choice for gamers to find a game to play. Having any sort of identification game within a game simply does not appeal to today's gamer. They will quickly more on to a more user friendly game.  They want instant gratification - and therefore instant knowledge on what an item will do in a game. Think of the modern wiki-based players, every item, every quest is basically already spelt out for them.

I'm sorry but any form of identification game is catering for the past.  Lose it and move on.

Off-topic (Locked) / Judas Priest releasing new stuff!
« on: November 05, 2018, 12:14:24 PM »
Holy Christ what are Judas Priest still releasing new stuff?????

Sounds like 1996 but man they got old.

I want to leave this world with completed roguelike game. My tombstone will say "He didn't do much, but at least left the world one completed roguelike."

Ha I wish we could see this more often.

What, more dead roguelike developers?

And I have to ask Krice what is with all the constructive feedback? Surely you have not mellowed with age?

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