Author Topic: Fabula Divina (now at v0.32)  (Read 14853 times)

getter77

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Fabula Divina (now at v0.32)
« on: January 23, 2012, 04:22:52 AM »
http://www.fabuladivina.com/Fabula_Divina/Welcome.html

Quote
Custom Graphics

    This is a big one for this kind of game.  Almost all graphics in the game are custom.  The items that are not custom, are freely available.  Credit is listed on the about page.  If we have missed a project that we used public domain work from, please write us and we will add the credit straight away.  The oversight is not intentional.

Tactical Turn Based System

    All actions by all living things are based on turns

Virtue System

    The world of Willow is very much driven by ethics.  There are virtues and antivirtues.

Skill System

    Skills can help you in every aspect of the game, including virtues.  Some skills help you fight, some skills help you have fun, some skills help you move, some skills help you cast, some skills help you think, and some skills help your soul.

Old school battle and magic system.

    Use your mouse or keyboard for just about every action in the game.

Experience levels tied to Skill System

    Experience points are awarded based on going up in use of your skills.

Logic Puzzles

    Some puzzles help you open doors.  Some puzzles will help you find answers to questions.  Some puzzles will help you warp from one point to another.

MiniGames.

    Social games today are all the rage.  Some of those games would be well played alone, in single player mode.  These games will make their way into the society of Willow, and will help you with skills and virtues.  More details on this feature will come in the future.

Optional Ties to Online Connections

    More details on this feature will come in the future.

Community based features.

    We build features into the game that you think will be FUN.



Quote
Fabula Divina is a modern day twist on an old, old friend.  A friend you had fun with back in the 80s and early 90s.


Borrowing on principles made popular in Ultima, Dungeon Siege, Dungeons & Dragons and RogueLike games, Fabula Divina also borrows on some more modern RPG techniques such as skills and open style game play.


Fabula Divina is first and foremost a tactical RPG.  Turn based RPGs are lost on today’s gaming world, and in turn a style of game play which is still perfectly valid has become nigh extinct.


Fabula Divina is Cross-Platform.  What does that mean?  It means that players on Windows, Linux and OS X can play it.


Plans are also in the works to make it available to Android and iOS as well.


The first public PlayTest Alpha is available to download now.


Help us make this an awesome game by giving us all kinds of feedback that can help us!


Let us know when you get errors.

Let us know what you were doing to get the error.

Feel free to answer the following questions for us to help us make it awesome for you:


Does this game have all the elements you desire in this kind of game?

    Mechanics

    Features


What excites you about playing our game?

What bores you about playing out game?

What is missing?

What is excessive?

Does the game work exactly as you think it should?

What is confusing about the way the game is presented to you?

What is confusing about how the game expects input?

Looks pretty promising and has been in the works for awhile now.   :)
« Last Edit: October 07, 2012, 02:02:52 AM by getter77 »
Brian Emre Jeffears
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deepshock

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Re: Fabula Divina Alpha 1 released
« Reply #1 on: January 23, 2012, 12:38:10 PM »
Downloaded. I look forward to seeing this as it develops. It has all kinds of potential.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

jim

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Re: Fabula Divina Alpha 1 released
« Reply #2 on: January 23, 2012, 03:29:32 PM »
I'd love to hear some first impressions about this game. Deepshock, can you brief us?

Xan

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Re: Fabula Divina Alpha 1 released
« Reply #3 on: January 23, 2012, 04:14:00 PM »
It crashes with an out of memory exception when I try to start it.

Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space
        at java.lang.reflect.Array.newInstance(Unknown Source)
        at java.io.ObjectInputStream.readArray(Unknown Source)
        at java.io.ObjectInputStream.readObject0(Unknown Source)
        at java.io.ObjectInputStream.readArray(Unknown Source)
        at java.io.ObjectInputStream.readObject0(Unknown Source)
        at java.io.ObjectInputStream.readArray(Unknown Source)
        at java.io.ObjectInputStream.readObject0(Unknown Source)
        at java.io.ObjectInputStream.readObject(Unknown Source)
        at EnigmaEngine.WorldMap.load_map_array(WorldMap.java:151)
        at EnigmaEngine.EnigmaGameState.<init>(EnigmaGameState.java:645)
        at EnigmaEngine.myPanel.<init>(myPanel.java:58)
        at EnigmaEngine.MyView.initComponents(MyView.java:103)
        at EnigmaEngine.MyView.<init>(MyView.java:54)
        at EnigmaEngine.MyApplication.startup(MyApplication.java:20)

ZolfriK

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Re: Fabula Divina Alpha 1 released
« Reply #4 on: January 23, 2012, 04:56:23 PM »
It crashes with an out of memory exception when I try to start it.
...

If you're under windows use: play.bat
If you're under linux/mac os x use: play.sh
Whatever, use this command line: java -jar -Xmx1024m EnigmaEngine.jar
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Xan

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Re: Fabula Divina Alpha 1 released
« Reply #5 on: January 23, 2012, 06:22:41 PM »
It crashes with an out of memory exception when I try to start it.
...

If you're under windows use: play.bat
If you're under linux/mac os x use: play.sh
Whatever, use this command line: java -jar -Xmx1024m EnigmaEngine.jar


Yes, I ran play.bat, which IIRC just contains the command line quoted.

ZolfriK

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Re: Fabula Divina Alpha 1 released
« Reply #6 on: January 23, 2012, 08:27:48 PM »
If you have enough ram you can try:

java -jar -Xmx2048m EnigmaEngine.jar
ZolfriK

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Xan

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Re: Fabula Divina Alpha 1 released
« Reply #7 on: January 23, 2012, 08:48:06 PM »
Yep, that works.  Right after it finishes starting, it has allocated about 1.5 GB.

getter77

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Re: Fabula Divina Alpha v0.1 released
« Reply #8 on: January 24, 2012, 01:18:54 AM »
It begins:  Alpha v0.2

Fix List in Alpha2:

Quote
Fixed issue when clicking on a body part where there is nothing equipped.

Fixed error with starting and stopping music.

Added new options for launching when Java thinks it needs more memory.
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deepshock

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Re: Fabula Divina Alpha 1 released
« Reply #9 on: January 24, 2012, 08:23:19 PM »
I'd love to hear some first impressions about this game. Deepshock, can you brief us?

Actually since I'd been moving I've had less time to play the game than I expected. I'm definitely going to give it a shot when I can find the time though. I'm on a library computer  right now, rather than any one that I could download a game onto. Apologies.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

getter77

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Re: Fabula Divina Alpha v0.1 released
« Reply #10 on: January 25, 2012, 12:33:44 PM »
Alpha 0.3:

Quote
-Game no longer requires a huge amount of RAM.  Significant resource improvements were made today.  The game no requires < 1G of ram to play.

-Fixes for issues related to us by Fabian.  The game now no longer tries to talk to tiles.
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getter77

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Re: Fabula Divina Alpha releases
« Reply #11 on: January 26, 2012, 12:40:54 PM »
Alpha 0.4:

Quote
The new world map file format has been certified, so map editing can begin again.  New content can be added!

Some door tiles that were mistakenly marked as block tiles have been corrected.
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Ari Rahikkala

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Re: Fabula Divina Alpha releases unleashed
« Reply #12 on: January 28, 2012, 01:33:41 PM »
Can anything be done about game window constantly stealing focus (on Linux)? It's not much use for it to run windowed when you can't actually do anything in a different window...

getter77

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Re: Fabula Divina Alpha releases unleashed
« Reply #13 on: January 30, 2012, 12:39:00 PM »
Alpha 5:

Quote
Significant internal resource usage improvements have been made.  If you have played any of the other alphas, please let us know if you feel or see any difference in performance improvements.

New ways to try and detect Java on Windows based systems when Java is not listed in the path have been added thanks to SinisterDesign.

Several updates tonight.

Firstly, Alpha 5 has been released.  It fixes several things.  See the list below.

Secondly, FAQ (Frequently Asked Questions) is on the way.

Thirdly, Massive progress has been made on randomized dungeons.  Hopefully in the next 1-2 weeks you will be able to play test an unlimited number of randomized dungeons.  This should keep you satisfied while new content is added, and more logic is added and refined.

Skeletal random loot now works. decent down to, and ascent up from randomly generated dungeons now works :-). Doors work. Locked doors do not yet work. Monsters spawn on the levels in the appropriately random designated locations. Bosses need to work. Being able to leave the dungeon needs to work :-P I am debating on saving exact dungeon state when you leave.
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getter77

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Re: Fabula Divina Alpha releases unleashed
« Reply #14 on: January 31, 2012, 12:32:16 PM »
Alpha 6:
Quote
-Saving has been fixed for Windows users (finally)

-Trees, large rocks, and other debris on the terrain now block walking.

-Poison1 has been implemented.

We have also started an initiative where we are going to try to build in one new spell every 1-2 days until they are all built.
We also now give players some gold to spend off the bat.  It is random.
Brian Emre Jeffears
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