Author Topic: PRIME 2.0  (Read 74283 times)

Ancient

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PRIME 2.0
« on: June 14, 2012, 07:29:08 PM »
Goals:

I: Turn this:

##########
#f@'A.a.aa
#.f#######
#.b#
#cb#
##+#

into this:


II: Introduce Yautja as very easy profession to allow inexperienced players to see more of the game. Related concepts requiring implementation are:
 - Yautja weapons: plasmacaster, combistick, Smart-Disc, speargun, razor whip, wristblade, net launcher.
 - Yautja equipment: self-destruct device, bio-mask, cloaking belt, plate armor, medicomp, sat-com.
 - Rules for worthy and unworthy game.

III: Introduce Deathless Robots.
 - The Robots themselves: Skeletal Warriors, Skeletal Fiends and Skeletal Overlords.
 - Self repair over time mechanic. Disabled Robots will come back online given enough time if their wreck is not destroyed.
 - Associated equipment: Staff of Light, Jackal Cowl, Orb of Slavery and Third Eye.
Michał Bieliński, reviewer for Temple of the Roguelike

guest509

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Re: PRIME 2.0
« Reply #1 on: June 17, 2012, 04:17:36 AM »
  Sweet!

guest509

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Re: PRIME 2.0
« Reply #2 on: June 19, 2012, 02:29:21 PM »
Is PSI doing them?

Psiweapon

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Re: PRIME 2.0
« Reply #3 on: June 19, 2012, 09:34:46 PM »
If you mean ze pix0ls yup dats me.
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

guest509

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Re: PRIME 2.0
« Reply #4 on: June 20, 2012, 04:37:20 PM »
  Awesome. So the band is still together then? Happy times.

  I am available, as usual, to look over any text.

Ancient

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Re: PRIME 2.0
« Reply #5 on: June 20, 2012, 04:50:19 PM »
We are the Prime Dev Team. :-) Somehow you seem like a part of it too.

For now we concentrate solely on the first goal and the plan is to have working prototype by the weekend to show some stuff Psi drew and test looks of new interface. Not going to add any text for now but if you have any complaints about existing interface we would like to hear that. It is great time to change things all around.
Michał Bieliński, reviewer for Temple of the Roguelike

guest509

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Re: PRIME 2.0
« Reply #6 on: June 20, 2012, 09:09:47 PM »
  Well shit I better get playing!

EDIT: any plans for a click and move interface? Like ToME or Brogue?

EDIT2: Should I list suggestions here? I have a couple...

Ancient

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Re: PRIME 2.0
« Reply #7 on: June 21, 2012, 03:49:44 PM »
Click and move probably will get implemented but not soon. It is going to be useful in traversing explored levels but my fear is players are going to use it to explore unknown space and get them in unfavorable situation which may lead to death. I have written more about this in discussion at rec.games.rougelike.development.

Yes, drown us in suggestions please!
Michał Bieliński, reviewer for Temple of the Roguelike

Darren Grey

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Re: PRIME 2.0
« Reply #8 on: June 21, 2012, 04:35:00 PM »
Allow clicking only in visible or explored places then.

guest509

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Re: PRIME 2.0
« Reply #9 on: June 22, 2012, 06:34:20 PM »

Yes, drown us in suggestions please!

I will. I have a few. I'd like to play a bit more and make sure I am being wise.

Really though I'd like to go through all of the flavor text. Some of it is a bit wonky. Some issues with consistent style and point of view. I might as well do a complete review of every line for the upcoming release. If that's cool with you.

Psiweapon

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Re: PRIME 2.0
« Reply #10 on: June 22, 2012, 08:24:41 PM »
I'm cool with you giving a thorough review to the lore files, but!

I'd like to reserve the right to rollback or edit further a minority
of my lore entries if I find your polishing conflicts too much with
whatever I was trying to accomplish. Might even drop you some
lines about how to solve such conflicts if they arise.

Does that sound good?

An example of lore entries that can accept little editing are the
ones formatted in the fashion of Dwarf Fortress descriptions, in
which I'm sticking to a predefined structure.
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

guest509

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Re: PRIME 2.0
« Reply #11 on: June 23, 2012, 08:59:21 PM »
  Yes no problem. Anything you want anyway you want it.

Ancient

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Re: PRIME 2.0
« Reply #12 on: June 26, 2012, 06:13:52 PM »
The build should be there but is not. Curses is deeply integrated into codebase. I am only halfway separating user interface logic from game engine. The latter should be pretty much ignorant of ways it is presented to the world but right now assumptions run here and there. Progress is good but first graphical release will not appear until July for sure.
Michał Bieliński, reviewer for Temple of the Roguelike

Psiweapon

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Re: PRIME 2.0
« Reply #13 on: June 27, 2012, 08:51:57 PM »
GO ANCIENT GO
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

guest509

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Re: PRIME 2.0
« Reply #14 on: July 01, 2012, 02:26:53 AM »
  Hey I was going to give some feedback on the interface, but I expect a bunch to change in the tile version so I'll wait. You have enough to figure out right now I think, and any feedback might end up being irrelevant.

  Good luck in the coding Ancient.