Author Topic: Quill 0.7.1 released  (Read 5093 times)

AndyJ

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Quill 0.7.1 released
« on: January 27, 2012, 09:55:20 PM »
Well after 7 weeks of coding I've decided to release a version of my roguelike.  Its called 'Quill' and I'm rather pleased with how its progressing.  Its definitely playable, and quite a few features are already implemented.  The easiest class is probably the Paladin, and the most difficult is either the Mage or the Cleric... But they are all playable and quite different to each other.

You can download it from here

I would appreciate any feedback.  I'm trying my hardest to focus on a decent user interface, as this is something which annoys me about some roguelikes!  I know its only text based, but it can still be beautiful and laid out nicely! :-)

getter77

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Re: Quill 0.7.1 released
« Reply #1 on: January 28, 2012, 01:55:14 AM »
Yay new public releases...I like the layout in the screenshot and definitely hope you can manage that great release pace you mention.  8)

Don't forget to get a page up here and keep it lively and updated in the release updates:

http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page

It booted up OK on my Win 7 64 machine, I chose a Paladin, but got stuck on a flashing ? for Endurance....no key command seemed to get me past that part.
Brian Emre Jeffears
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AndyJ

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Re: Quill 0.7.1 released
« Reply #2 on: January 28, 2012, 06:40:19 AM »
Yay new public releases...I like the layout in the screenshot and definitely hope you can manage that great release pace you mention.  8)

Don't forget to get a page up here and keep it lively and updated in the release updates:

http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page

It booted up OK on my Win 7 64 machine, I chose a Paladin, but got stuck on a flashing ? for Endurance....no key command seemed to get me past that part.

How strange... I'm developing on 32-bit XP and haven't seen anything like that at all... When you say a flashing '?' this is on the character creation screen?  Were you running the console window in 80x50 text mode?

How odd, I'll see if I can replicate the bug!

Cheers

AndyJ

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Re: Quill 0.7.1 released
« Reply #3 on: January 28, 2012, 06:45:32 AM »
Okay, that's not a bug at all, you just need to make sure the console is running in 80x50 text mode, and not the default 80x25.  I'll see if I can code something into the console class which makes it automatically set 80x50 mode! :-)

TheCreator

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Re: Quill 0.7.1 released
« Reply #4 on: January 28, 2012, 09:36:57 AM »
Is there inventory screen of any kind in your game? It's extremely hard to equip items by typing a letter without having a list of items :).
Fame (Untitled) - my game. Everything is a roguelike.

AndyJ

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Re: Quill 0.7.1 released
« Reply #5 on: January 28, 2012, 10:36:48 AM »
The interface *should* look like this:


Make sure you are running in 80x50 text resolution.  You can change this in the console window properties under windows.  The inventory and spellbook are both rendered on the right hand part of the screen.

AndyJ

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Re: Quill 0.7.1 released
« Reply #6 on: January 28, 2012, 10:43:18 AM »
I've put a bug fix release up this morning.  I'll not be doing another public release for at least a week or so.  I'll post back when I have something new.  Any opinions or comments are most welcome!

TheCreator

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Re: Quill 0.7.1 released
« Reply #7 on: January 28, 2012, 12:44:43 PM »
I have already changed the console settings, otherwise I wouldn't be able to boot the game :). I'd swear that something else was displayed in the upper-right corner. Now when I think about it, probably my console window has been scrolled a bit and I just didn't see any items I've picked up. You need to do something about it :).

Some commands doesn't seem to work ('@' and 'l'ook).
Fame (Untitled) - my game. Everything is a roguelike.

AndyJ

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Re: Quill 0.7.1 released
« Reply #8 on: February 01, 2012, 01:50:02 PM »
Published an update today, 0.7.5.  You can download it here: http://quillrogue.blogspot.com/

getter77

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Re: Quill 0.7.1 released
« Reply #9 on: February 01, 2012, 03:26:48 PM »
Congrats on the good pace!   8)

I somehow still can't get it to display correctly.  At startup, I right click into properties, then from there set the first pair of options to 80 and 50, hit apply, then while it does morph the window things are still off.  I then check it again, and the second set of numbers has 48 in the second position and even if I change it to 50, upon a subsequent check----still 48.

Am I configuring something wrong?  Any hope for the program itself being able to "force" the correct aspect and such without a need for a player's tinkering each time it is booted up?
Brian Emre Jeffears
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AndyJ

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Re: Quill 0.7.1 released
« Reply #10 on: February 01, 2012, 04:09:19 PM »
It will be to do with the font size, again changeable in console properties.  I'm soon going to be moving to SDL, which wont have any of these problems!  There is also much better stuff I can do usong SDL.  But my priority is to get monster AI 'finished' and get ranged combat implemented!

Ill look into forcing the console. Might be possible.

getter77

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Re: Quill 0.7.1 released
« Reply #11 on: February 01, 2012, 08:55:59 PM »
Good deal, SDL has seen tons of use on a variety of things---just more to look forward to for this project.   8)

All good things in due time.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training