Author Topic: Another release of Diggr  (Read 5167 times)

itkachev

  • Rogueliker
  • ***
  • Posts: 57
  • Karma: +0/-0
    • View Profile
Another release of Diggr
« on: August 21, 2011, 10:47:35 AM »

Download it here: http://code.google.com/p/diggr-roguelike/
Version 11.08.21.

Changes include new monsters, new items and bugs and balance issues fixed.

I've held off on implementing interface changes yet; I'd like a more complete gameplay experience in place before putting energy into polishing the UX.

Let me know what you think!

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Another release of Diggr
« Reply #1 on: August 21, 2011, 12:14:58 PM »
Congrats on making another release---here's hoping another meaty update can be wrangled in time for ARRP 2011 for Diggr.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

itkachev

  • Rogueliker
  • ***
  • Posts: 57
  • Karma: +0/-0
    • View Profile
Re: Another release of Diggr
« Reply #2 on: September 04, 2011, 08:01:54 AM »
Another release of Diggr is now live!

(Posting as a reply to an old thread, so as not to clutter up  the forum.)

Get v.11.09.04 from the official site: http://code.google.com/p/diggr-roguelike

Changes:

  * 'Vaults' (something like the Angband concept of the same name) are now part of the dungeon generation routine. This should make dungeon crawling and tactical combat more interesting.
  * Several interesting new monsters and items.
  * UX fixes, for a more streamlined gameplay experience.
  * Bugfixes.

Thank you!

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Another release of Diggr
« Reply #3 on: September 04, 2011, 03:54:19 PM »
Huzzah for a brisk release pace!   8)

So, with Religion started, and now 'Vaults'---where does that put you in terms of Significant Systems/Attributes in the times ahead until it all comes down to filling the lot of them with content, variation, etc?
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

itkachev

  • Rogueliker
  • ***
  • Posts: 57
  • Karma: +0/-0
    • View Profile
Re: Another release of Diggr
« Reply #4 on: September 04, 2011, 05:50:22 PM »

I'm not exactly sure I understood your question, but the game is already playable to dungeon level 15 or thereabouts.

That's about how long I will want to keep it, I think it's already the right length. There's already enough content to make the game fully complete.

However, I'm planning to implement 'achievements' (like Nethack's conducts, but more involved) in the upcoming releases, and after that I'd want to implement dungeon branches. (But still keeping the game length about the same as it is now. I'm still thinking on how that should exactly work.)


Huzzah for a brisk release pace!   8)

So, with Religion started, and now 'Vaults'---where does that put you in terms of Significant Systems/Attributes in the times ahead until it all comes down to filling the lot of them with content, variation, etc?

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Another release of Diggr
« Reply #5 on: September 04, 2011, 11:54:41 PM »
Ah, sounds like you've got it exactly.  Religion system as a major thing, same as Vaults, as would Achievements/Conducts, Branches, any sort of eventual Tile or DoomRL-level Sound support, etc.  Pretty much the perks of the game that are the things that'll get packed with content as time rolls on.

Each one of these you get knocked out brings the game that much closer to growing the playerbase, as each nifty bullet points stands to attract yet more people, whom will then also hopefully contribute good notions to flesh things out moreso.   :)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training