Author Topic: PRIME 2.0  (Read 74257 times)

Ancient

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Re: PRIME 2.0
« Reply #45 on: July 27, 2012, 08:34:19 PM »
I tried to convey the information althought given object type is vulnerable to fire a particular item may have been protected against it. It specifically says "object type", not object. Will improve that one.

Actually turns out crawl.cfg is fine. The display of object-verb command system was royally screwed. Fixed. Good catch.

You nailed the thing with wrench. Wield criteria takes into account weapons instead of any item that has known melee/ranged/aimed damage. Easy to fix. The wrench has 2-7 damage and chance to stun. Mop has 1-8 pus one from enhancement which makes it 2-9. More raw damage but stun is very useful sometimes. Its a toss up which is better. I usually stay with the mop.

I was doing rather well when suddenly my strength was reduced to 7 and i became overburdened.  I tried waiting for it to be resolved but it never went up.  I also removed all my items accept the necessities of weapon and armor and could not lose the burdened status.  To add to this I apparently got exposed to radiation (strange because I had a geiger counter and it didn't alert me at all).  I didn't know what to do so I pretty much died helpless in a corner  :-\  That is the kind of unfortunate thing that I had no idea how to deal with that makes people not play a game again.  I really like this game though so I will still play ;)

Strength dropping is caused by either poisonous melee monster attack, getting zapped by a poison ray gun or drinking poison. Ability damage must be cured with restorative items or powers.

Was your Geiger counter activated? It has to be on to work.

I drew two conclusions. First, strength damage should be outlined numerically and in red color to alert players to what is going on.

Second, radiation symptoms are too subtle. This might warrant a "required" spoiler if left that way, so making them stand out somehow is a good thing. I'll try yellow message color for a start.

Wait, third conclusion. Next spoiler should obligatorily be speaking about radiation in detail.
Michał Bieliński, reviewer for Temple of the Roguelike

kraflab

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Re: PRIME 2.0
« Reply #46 on: July 28, 2012, 02:10:06 AM »
The geiger counter was indeed activated.  Since I'm not sure what the radiation message is, it is possible that I completely missed it.

Ancient

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Re: PRIME 2.0
« Reply #47 on: July 28, 2012, 08:35:41 AM »
"Your Geiger counter starts clicking." If you stay within an area of constant level of radiation you will not get further messages. I will try my hand at making combat messages less plentiful. Then various messages should be harder to miss.
Michał Bieliński, reviewer for Temple of the Roguelike

Z

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Re: PRIME 2.0
« Reply #48 on: August 04, 2012, 06:07:04 PM »
You should fix the links on http://arcywidmo.republika.pl/prime/downloads.html

The description for floppy disks does not say that they are vulnerable to fire.

Ancient

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Re: PRIME 2.0
« Reply #49 on: August 05, 2012, 03:01:17 PM »
Thanks! First is fixed, second will be soon.

Progress toward integrating NotEye is satisfying but I am fed up with this a bit so will try to nibble away at goal II for awhile instead.
Michał Bieliński, reviewer for Temple of the Roguelike

soneblees

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Re: PRIME 2.0
« Reply #50 on: August 12, 2012, 10:27:03 PM »
Hello. I had been looking for a roguelike to play for quite some time, and I think PRIME fits the bill. I came across it completely by accident. There is so little web presence for this game! I suggest someone make a thread for it at the Bay12 forums, where it will be sure to get some attention.

Also, some suggestions for the game:
  • add a choice to randomize your class
  • I think not having the inventory as "i" is unintuitive. Space is fine, but seeing as "i" is unused...
  • Someone said they think the shooting should be kept the same. After playing Cataclysm, Brogue, DoomRL, and others, I disagree. I like to be able to shoot in other than a line. But you should do what you think is best for the game.

Thank you for continuing to develop PRIME.

Ancient

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Re: PRIME 2.0
« Reply #51 on: August 13, 2012, 01:01:15 PM »
Hello.

Random choice will be available next version. 'r' for random from all except Xel'Naga (because those are very hard) and 'R' for totally random choice.

Will bind inventory to 'i' again. You are right. Silly of us to leave out such a canon key.

Eight directional targeting lies at the core of the game. It is unlikely to be changed at this point.


Thank you for feedback. I remember PRIME predecessor ZapM had a thread at Bay12 forums long time ago. I learned there was problem with 64 bit architectures thanks to a bunch of good folks who reported the problem. I'll be on the lookout and pay a visit when such thread appears.
Michał Bieliński, reviewer for Temple of the Roguelike

kraflab

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Re: PRIME 2.0
« Reply #52 on: August 13, 2012, 01:16:10 PM »
Eight directional targeting lies at the core of the game. It is unlikely to be changed at this point.

Agreed.  I think the eight-way targeting is much more strategic and lends to more interesting gameplay than the alternative.

soneblees

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Re: PRIME 2.0
« Reply #53 on: August 14, 2012, 01:58:45 PM »
Thank you.

Eight directional targeting lies at the core of the game. It is unlikely to be changed at this point.

That's fine.

Also, I think the feedback you would from Bay12 would really help you out. I'd make a thread myself, but I don't have an account there or do I know enough about the game yet.

Ancient

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Re: PRIME 2.0
« Reply #54 on: August 17, 2012, 06:17:55 AM »
Another release is nearing so I think creating the thread can wait a bit. Besides, when the Roguelike Bundle takes off there will be plenty of opportunities to collect feedback. For now gotta try to fulfill the goals. Next version takes second aim off the list. Tiles release is almost finished too.

Edit (21 Aug): Release 1.11 is out. First 2.0 candidate could appear this week.
« Last Edit: August 21, 2012, 05:38:57 AM by Ancient »
Michał Bieliński, reviewer for Temple of the Roguelike

Ancient

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Re: PRIME 2.0
« Reply #55 on: August 29, 2012, 04:42:36 AM »
A sneak peek:


Unfortunately a few troubleshooting resistant problems showed up unexpectedly delaying the release.
Michał Bieliński, reviewer for Temple of the Roguelike

Psiweapon

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Re: PRIME 2.0
« Reply #56 on: August 29, 2012, 07:29:56 AM »
Oh, wow.
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.

kraflab

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Re: PRIME 2.0
« Reply #57 on: August 29, 2012, 07:35:17 AM »
That green screenshot looks awesome!

To be honest, I personally think the ascii on this game is excellent, but I'm sure a lot of people will really like the tiles :)

Darren Grey

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Re: PRIME 2.0
« Reply #58 on: August 29, 2012, 10:28:12 AM »
Damn, that is so amazing looking...  How are the controls on the first person mode?  With a minimap and arrow keys to rotate and move forward I could see that being a novel way to play.

Z

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Re: PRIME 2.0
« Reply #59 on: August 29, 2012, 12:48:25 PM »
Wow, the Mainframe looks great!