Author Topic: Infra Arcana, a horror/Lovecraft roguelike (now at v22.1.0!).  (Read 316040 times)

Skeletor

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Re: Infra Arcana - Release 9
« Reply #90 on: October 14, 2011, 05:05:20 PM »
When "s"earching repeatedly, often I get killed by random acolytes shooting like crazy at me because I was just holding down the key.. I guess it would be better if, when attacked, the game would accept only a "y" to proceed with another 10 turns search.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

NON

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Re: Infra Arcana - Release 9
« Reply #91 on: October 16, 2011, 03:13:39 PM »
New minor release. Some fixes + added a bigger font.

http://infraarcana.wikispaces.com/Downloads


Release 9.2 (October 16, 2011)

New features
*A new font image added (11x19), edit config.txt to use it

Fixes & changes
*You can no longer wait ('s') while you see an enemy
*Missiles always landed at the end of their path (even if it hit a monster along the way)
*Fixed some grammatical errors
*Added a missing message (related to jamming doors)
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Legend

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Re: Infra Arcana - Release 9
« Reply #92 on: October 21, 2011, 02:25:26 AM »
Finally got a few plays of the latest version in. Very cool.

Cool to see the door jamming make it's way in the game.

Did Major clapham-lee continuously summon a rainbow of zombies at me?

The solid wall variation looks pretty good like angband walls although I still prefer #.

Not too fond of the cocoon symbol. A plain ascii alternative would be cool too.

The new skill system works pretty cool. I like it. It would be nice to be able to view the player skills during the game other than just when picking new ones at level up.

Seems like insanity is taking it's toll faster in this version.

Haven't really found the use of Kicking yet.

I really liked the event where the wall crumbled suddenly before my eyes.

While in spider lairs, I often get caught in spider webs that seem to just appear in places I move when there wasn't one there before I stepped into the spot. 
« Last Edit: October 21, 2011, 02:43:34 AM by Legend »

NON

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Re: Infra Arcana - Release 9
« Reply #93 on: October 21, 2011, 06:41:57 AM »
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Did Major clapham-lee continuously summon a rainbow of zombies at me?
He just summons them once (unless you flee and meet him again on another level).

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The solid wall variation looks pretty good like angband walls although I still prefer #.
There's an option in config.txt to switch symbol, but you probably saw that.

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Not too fond of the cocoon symbol. A plain ascii alternative would be cool too.
I'm thinking about doing a console version sometime, so providing ASCII alternatives to the custom-drawn symbols would be good in preparation of that.

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It would be nice to be able to view the player skills during the game other than just when picking new ones at level up.
I agree, and I've been wanting a skill screen command too, just haven't done it yet. There also needs to be a screen for mental disorders you have, and one for knowledge (identified scrolls, potions and other objects).

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Haven't really found the use of Kicking yet.
It has many uses! It's good in combination with pistols or throwing weapons since you can kick them away when they get close. It's sometimes good for crowd control to fight one monster at a time. You can also use it for kicking a monster that you think you can't beat out of a door, then quickly closing that door and jamming it with spikes. When using it on tiny creatures it turns into a stomp which has extra hit chance. The kick is particularly useful when there's a chasm on the level.  ;)

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While in spider lairs, I often get caught in spider webs that seem to just appear in places I move when there wasn't one there before I stepped into the spot.
That's because the spiderwebs are traps- some of them are invisible (but spiderwebs are much easier to spot than other traps).
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Legend

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Re: Infra Arcana - Release 9
« Reply #94 on: October 21, 2011, 04:44:13 PM »
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Did Major clapham-lee continuously summon a rainbow of zombies at me?
He just summons them once (unless you flee and meet him again on another level).

-Seemed like he summoned quite a few zombies the one time then. I want to say about 10. Little rough for dlvl 4.

 Yeah I know you can change the wall type in the config file.

I think it would be nice to have a single key stroke to bring up the player information and use the left/right arrow keys to cycle between the different info screens like skills, mental disorders, and knowledge.

I figured the invisible webs were like traps.

The way you describe kicking, sounds like an awesome feature that adds a whole lot of strategy nd depth to the combat. Definitely gonna give it a try. Just curious, If I can kick an enemy into a chasm, will I get experience for it?

Need effect for the pits.

NON

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Re: Infra Arcana - Release 9
« Reply #95 on: October 21, 2011, 05:22:32 PM »
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-Seemed like he summoned quite a few zombies the one time then. I want to say about 10. Little rough for dlvl 4.
Yeah it can be a very nasty encounter. I think that by that level there ought to be something that you are unlikely to beat by just hacking at it, instead you have to use items.

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I think it would be nice to have a single key stroke to bring up the player information and use the left/right arrow keys to cycle between the different info screens like skills, mental disorders, and knowledge.
Hey that's a good idea. I'll probably have '@' for character info, then you can access all those screens from there. Less keyboard commands for the player to learn.

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Just curious, If I can kick an enemy into a chasm, will I get experience for it?
Yes.

Another note on kicking, sometimes they get paralyzed for a turn (or two?) when you kick them. So you can kick someone and then run up and slice them with your machete. I'm not sure it's a particularly good strategy, but it's a cool scenario I think, from a role-playing/cinematic point of view.  :)

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Need effect for the pits.
Pits will be traps in next version. Probably quite dangerous too, "You fall down a pit! You break your neck! You are dead." Makes the spot traps skill a little more valuable.
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Legend

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Re: Infra Arcana - Release 9
« Reply #96 on: October 21, 2011, 05:43:39 PM »
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Pits will be traps in next version. Probably quite dangerous too, "You fall down a pit! You break your neck! You are dead." Makes the spot traps skill a little more valuable.

If falling into a pit means instant death, then they should not be hidden, invisible, or unavoidable in anyway I think. This would just be too unfair and annoying. Unavoidable instant death is never very well received in any game.

If a pit dropped you down to the next level while taking damage and confusion from the fall, this would be more acceptable if pits were to be somehow unavoidable.

***EDIT***
"you finnish applying first aid" . Should be "finish"

I miss the trait that let you switch weapons without taking time. :(

It would also be nice if the player could use "esc" and "enter/space" keys as an equivalent to no/yes respectively.

« Last Edit: October 21, 2011, 08:15:29 PM by Legend »

NON

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Re: Infra Arcana - Release 9
« Reply #97 on: October 21, 2011, 09:45:49 PM »
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"you finnish applying first aid" . Should be "finish"
Corrected. Thx.

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I miss the trait that let you switch weapons without taking time.
I wasn't aware that anyone picked it.  :)

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It would also be nice if the player could use "esc" and "enter/space" keys as an equivalent to no/yes respectively.
I agree on esc and enter, but I'm not sure if space should be considered a "yes" or a "no". In most places in the game it's a cancellation command (abort wield, bash, close, kick... close various screens), so it seems more intuitive to me that space = no.
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Kyzrati

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Re: Infra Arcana - Release 9
« Reply #98 on: October 21, 2011, 11:03:41 PM »
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I miss the trait that let you switch weapons without taking time.
I wasn't aware that anyone picked it.  :)
Haven't gotten a chance to try out R9 yet, but I found it quite useful when I was playing before. Good if you rely heavily on firearms and are afraid of running out of ammo in the middle of a long firefight--just hold two loaded weapons :)

Legend

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Re: Infra Arcana - Release 9
« Reply #99 on: October 22, 2011, 06:38:40 AM »
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I miss the trait that let you switch weapons without taking time.
I wasn't aware that anyone picked it. 

I used it quite often. Usually as my second or third trait. I liked to scout around with melee weapons then switch to ranged when an occultist came into vision or if I was low on health while fighting melee then switch to a shotgun to finish an enemy off close range.

Since the skill/trait system has changed, maybe how good or poor each one is should be randomized at the beginning of the game?

 

NON

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Re: Infra Arcana - Release 9
« Reply #100 on: October 22, 2011, 07:45:48 AM »
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Since the skill/trait system has changed, maybe how good or poor each one is should be randomized at the beginning of the game?
I want to add something to the character creation process that affects your starting skills. I was thinking of letting the player pick a background. Examples might be:
Soldier = All firearms, Fortitude
Policeman = All melee, Dodge, Toughness
Archaeologist = Spot doors, Spot traps, Language, Composure
Criminal = Sneaking, Backstabbing, All melee, Pistols, Lock pick, Disarm traps
Oculist/Sorcerer - Magic-oriented skills, Language, Alchemy, Fortitude

But I'm not sure if it's a good idea. When I play I mostly focus on melee and dodge, but I don't want to be a policeman every time. Otherwise I think it's a nice idea, since it highlights different styles (firearms, melee, exploring, stealth, magic...).

Another option is that the player answers questions (like in ADOM), and maybe each question increases one skill and decreases another. I'm not too excited about this idea though, since it seems like a really convoluted way of picking starting stats, especially once you learn what each question affects.

The randomization of the skills may work. There could be a character description text generated based on the randomized values (and also with some useless but fun stuff like hair color completely randomized).
« Last Edit: October 22, 2011, 07:48:45 AM by NON »
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Legend

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Re: Infra Arcana - Release 9
« Reply #101 on: October 22, 2011, 08:05:12 AM »
Randomization might be the best and simplest way.

Although I do like the background idea. Just don't like the policeman background for some reason. Maybe Detective instead. You might give each background one special ability as well to make the decision more meaningful.

Maybe even have the background picked at random?

Answering the same set of questions at the beginning of each game would become tiresome. I never liked this mechanic personally in other games like Ultima and Dark Heart of Uukrul and a few others.

Don't think hair color needs to be to be in there. I personally prefer to leave details like that to my imagination to decide. Although I wouldn't be totally against it.


Kyzrati

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Re: Infra Arcana - Release 9
« Reply #102 on: October 22, 2011, 08:06:48 AM »
Another option is that the player answers questions (like in ADOM), and maybe each question increases one skill and decreases another. I'm not too excited about this idea though, since it seems like a really convoluted way of picking starting stats, especially once you learn what each question affects.
Those systems always seem a bit contrived, thus defeating their purpose.

corremn

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Re: Infra Arcana - Release 9
« Reply #103 on: November 09, 2011, 11:44:38 AM »
Just gave it another go, after 7 releases or something. All your progress is really showing, its really looking good.  More atmosphere, items, monsters, and GUI aspects are great. Keep it up.
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NON

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Re: Infra Arcana - Release 9
« Reply #104 on: November 09, 2011, 11:55:04 AM »
Now that was  a welcome comment. :)

Incidentally, I recently tried release 1 for fun/nostalgia. Felt very rough and simple, but quite fun in its simpleness. Crazy unbalanced though.

Release 10 will be awesome. :)
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.