Author Topic: The Slimy Lichmummy 0.40  (Read 10346 times)

HappyPonyLand

  • Newcomer
  • Posts: 24
  • Karma: +0/-0
    • View Profile
    • Email
The Slimy Lichmummy 0.40
« on: September 26, 2012, 01:17:20 PM »
http://www.happyponyland.net/files/tsl-0.40-win.zip

http://www.happyponyland.net/files/tsl-0.40.tar.gz

Changelog:
* GUI overhaul, rewritten in Allegro
* Basic animation in GUI
* Text selection in GUI (only Linux so far)
* "Fake diagonals" option in GUI
* Item browser scrolls in a different way
* Experimental joystick/gamepade support
* PgUp/PgDn in item browser
* y/n prompts accept Enter as "yes"
* [MORE] prompts accept Enter to continue
* Torches can now be applied even if they aren't lit (equipped)
* Key reference redesigned/updated
* Bugfix: Spells (Force Bolt, etc) should be more reliable to hit with now
* Bugfix: Up/down keys in browser
* Bugfix: (worn) in inventory replaced with item-specific string
* Bugfix: Labeling from item submenu no longer leaves the inventory
* Bugfix: Failed pickups now behave properly
* Bugfix: Item browser now shows "to pickup" when picking up
* Bugfix: Fighting blinded sometimes didn't kill enemies
* Bugfix: Fixed a couple of broken icons
* Bugfix: Heart Piercer now sorts with other bows

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.40
« Reply #1 on: September 26, 2012, 05:45:32 PM »
Very nice.

Btw, what are the two numbers under melee weapons that the > switches between each time you hit?

Also, the Enter key on the number pad doesn't seem to register. The Regular one does though.

I love the interface redesigns and the new inventory.

Is there still a way to get full screen?

How can I stop bleeding?
« Last Edit: September 26, 2012, 05:53:43 PM by Legend »

HappyPonyLand

  • Newcomer
  • Posts: 24
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.40
« Reply #2 on: September 26, 2012, 06:25:29 PM »
The numbers are the damage you will do with your next attack.

Alt+Enter should put it in full screen, it only scales to proper integers though (2x, 3x, ...). Maybe there should be an option for irregular scale ratios, but it really doesn't look very good.

Bleeding: First Aid ability or elixir, exoskeleton will make you immune. Maybe I should add a bandage item as well.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4956
  • Karma: +4/-1
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #3 on: September 26, 2012, 07:22:14 PM »
Congrats on the quick work.   :o
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #4 on: September 27, 2012, 10:51:04 AM »
Beautiful release.
The inventory is really nice now and it's good to see that lanterns look like lanterns again.
The new damage numbers that pop up are nice too.

Still a high chance of crashing to desktop when killing the Lurker, though.
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

Skeletor

  • Rogueliker
  • ***
  • Posts: 580
  • Karma: +0/-0
  • villains ftw
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #5 on: September 30, 2012, 09:48:01 PM »
Great to see you're still working on this game. TSLM is one of my favourite coffebreak roguelikes and I often recommend it.

I like the new system about weapons.. not sure if I understand it though; it is like
_ _ 2 2 5
means the weapon immediately strikes for 2 damage, then the next turn you can attack for another 2 damage strike, the following turn for a 5 damage strike, and then you have to wait two more turns before you can attack again?

Some criticism: boots are still too heavy and killing the lurker still crashes the game.. and it would be nice if identified weapon description would show everything about them (just identified an axe which seemed to be pretty good, then after equipping I became illiterate for the rest of the game.. and another time can't say why I became unable to drink and eat).

edit: another bug - game crashes when a slime steps on a dart trap
« Last Edit: October 03, 2012, 10:37:43 AM by Skeletor »
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #6 on: October 01, 2012, 08:33:39 AM »
Great to see you're still working on this game. TSLM is one of my favourite coffebreak roguelikes and I often recommend it.

I like the new system about weapons.. not sure if I understand it though; it is like
_ _ 2 2 5
means the weapon immediately strikes for 2 damage, then the next turn you can attack for another 2 damage strike, the following turn for a 5 damage strike, and then you have to wait two more turns before you can attack again?

Some criticism: boots are still too heavy and killing the lurker still crashes the game.. and it would be nice if identified weapon description would show everything about them (just identified an axe which seemed to be pretty good, then after equipping I became illiterate for the rest of the game.. and another time can't say why I became unable to drink and eat).




Once you hit for 5, you'll keep hitting the same enemy for 5 with all your subsequent attacks. Once you MOVE though, you have to wait for two turns ( _ comes by twice) before you can attack again. That's a new addition though. It used to be that it would cycle to the start (to the _ ) once you hit the last number.

Heavy boots?  ;D Have you tried identifying them?

Also that horrible Axe of Trollish Bloodlust turns you illiterate. For a while though, since it passed for me (maybe because I got some kills with it?).

As for the unable to drink/eat... You didn't happen to equip a gas mask, did you?  ;D
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

Skeletor

  • Rogueliker
  • ***
  • Posts: 580
  • Karma: +0/-0
  • villains ftw
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #7 on: October 01, 2012, 09:34:26 AM »
Once you hit for 5, you'll keep hitting the same enemy for 5 with all your subsequent attacks. Once you MOVE though, you have to wait for two turns ( _ comes by twice) before you can attack again. That's a new addition though. It used to be that it would cycle to the start (to the _ ) once you hit the last number.

Heavy boots?  ;D Have you tried identifying them?

Also that horrible Axe of Trollish Bloodlust turns you illiterate. For a while though, since it passed for me (maybe because I got some kills with it?).

As for the unable to drink/eat... You didn't happen to equip a gas mask, did you?  ;D

You're right on everything, thanks!  ;)

edit: are you sure about weapons?
because I just saw one like this
_ _ 3 3 3
what's the point in the three 3s if the last hit is repeated again and again anyway?
« Last Edit: October 01, 2012, 12:00:01 PM by Skeletor »
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.40
« Reply #8 on: October 02, 2012, 04:12:15 AM »
Quote
edit: are you sure about weapons?
because I just saw one like this
_ _ 3 3 3
what's the point in the three 3s if the last hit is repeated again and again anyway?

I would assume that unless it is actually a mistake, then a weapon with a rating of all 3's would represent an average kind of weapon that just simply has no bonuses. something that you would likely only use as a last resort or if you just had nothing better.

Or say if you had a weapon with a rating of _ _ 3 3 3 and then one with _ _ 1 1 5, it helps to provide some decisions about risk vs reward.

That's how I see it anyways.

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #9 on: October 02, 2012, 10:16:05 AM »
After going to the Ominous Cave and punching some chainsaw ogres, turns out it works like this;
0.40 Fists ( _ 1 2) vs chainsaw ogre: 1 2 1 2 1 2 1 2
0.38 Fists ( _ 1 2) vs chainsaw ogre: 1 2 _ (and then you move or wait to cycle past the _'s before you could start hitting again.)

0.39 behaves like 0.40, by the way.
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

Skeletor

  • Rogueliker
  • ***
  • Posts: 580
  • Karma: +0/-0
  • villains ftw
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #10 on: October 04, 2012, 04:54:57 AM »
Yep, that is it.

Anyway guys, what are you favourite enhancements?

I'd go with

1- Enhanced vision (otherwise no light = quit.. and extra light is also very good for ranged weapons)
2- Superhuman strenght (more damage and no more inventory issues)
3- Dualwield?

Phasing and Cloaking Device are also very nice.
« Last Edit: October 04, 2012, 04:56:52 AM by Skeletor »
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #11 on: October 04, 2012, 10:16:30 AM »
Matter Transmission's one of the best, since it lets you throw away wands of phasing. (Also a nice way to kill things, except for the King of Worms and Slimes. Look out for the HP loss though!)
Exoskeleton's good, and even better depending on how early you get it.
Cloaking Device is awesome too. So much fun to stack Stealth and/or Speed.

But my favorite by far is Mechanical Arms.
It gives you the power to Push things. Fun when pushing enemies into the lava of the Chapel of the Fallen Stars (or even against the Dragon himself, hah) but the real charm comes from being able to push forcefield generators around!

Aaaaaaaand I just bled to death 4 steps from Ascension.
Sure makes me wish I'd taken Exoskeleton when I had the chance. Argh ;D
« Last Edit: October 04, 2012, 10:18:26 AM by Holsety »
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

HappyPonyLand

  • Newcomer
  • Posts: 24
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.40
« Reply #12 on: October 05, 2012, 06:38:22 AM »
That's right: completing a damage sequence will rewind it to the first number. Doing something else than attacking mid-sequence will reset it to the start, including the initial waiting. I will probably remove the wait for unarmed attacks. There's still a piece missing from the system though: completing a sequence should not just do damage but trigger a special attack or action (this is where I will move stunning, wounding, etc).

The strenth aug doesn't give any damage bonus, only carrying capacity. For the next version I will (re-)add a general Strength attribute that will be used for carrying, breaking doors and maybe give a damage and throwing bonus at higher levels.

The boots were probably lead boots. They used to be cursed, but at least now you can take them off. 8)

I think I have found the Lurker bug, so it should be fixed for the next version.

Gas masks prevent eating and drinking (and I believe they say so in the description). There are many descriptions missing though, I'll try to fill them out.

The next big addition is going to be gas that lingers for several turns, that should probably make gas masks and synthetic lung more relevant.

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.40
« Reply #13 on: October 05, 2012, 07:56:20 AM »
There's still a piece missing from the system though: completing a sequence should not just do damage but trigger a special attack or action (this is where I will move stunning, wounding, etc).
Hmm. Monsters usually do die before you complete the sequence. If you put stunning/wounding at the end of a sequence, chances are we'll never see them  :P


I think I have found the Lurker bug, so it should be fixed for the next version.
YEEEEEEEEEEE[...]EEEEES.

The next big addition is going to be gas that lingers for several turns, that should probably make gas masks and synthetic lung more relevant.
That sounds awesome. Maybe consider making doors that have been broken release it 100% of the time? (Or 100% of the time you fail to break them?) I just run around breaking doors no problem if I have no keys.
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

HappyPonyLand

  • Newcomer
  • Posts: 24
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.40
« Reply #14 on: October 05, 2012, 08:16:12 AM »
There can be short sequences as well, even down to a single step. I would like to have enemies appear in bigger groups, and a couple of finishing moves (such as a health increase or all-directional on sequence complete) to make it worth the risk of jumping in between them.

Breaking doors should make noise (and attract enemies), failure could damage you or at least slow you down ("You strain your leg!") - we'll see. In the next version it will require a strength roll (having a crowbar gives a bonus), so it's already much harder.