Poll

So, who thinks this game should have its own music?, i got an offer that is difficult to refuse.

Yes
5 (83.3%)
NO, because i play my own.
0 (0%)
No, because i find it distracting.
1 (16.7%)
I dont care
0 (0%)
This game looks awesome
0 (0%)

Total Members Voted: 5

Author Topic: RogueLegends  (Read 58921 times)

getter77

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Re: RogueLegends
« Reply #60 on: January 30, 2013, 01:31:44 PM »
You could I suppose, but since it is on the way already, I'd think it a good idea to use that extra time to polish and test things further just in case there are some tricky surprises lurking.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #61 on: February 06, 2013, 04:26:19 PM »
The music still isnt done and im mad, i dont want to release until i have the music.  >:(

I have gotten the full realm system finished  ( i wasnt going to finish it until after i released alpha)

and now one can locate rat warrens and caves and things of that nature in the dungeon/world (each rat-warren and cave will be unique due to my system and can all have multiple levels of their own) I can easily add a 'realm' now at my will without any extra programming) (before i had to due special things for realms now its as easy as placing an instance of realm enterance and choosing the type (or even randomizing it). And it can automatically create a compeltely new 25 level dungeon/cave/location

In other news I have started a new scifi project (More details on that to come)

getter77

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Re: RogueLegends
« Reply #62 on: February 07, 2013, 12:38:03 AM »
Sounds spiffy on all counts, and all good things in time on the music front.   :D
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #63 on: February 12, 2013, 04:40:06 PM »
Well, i am going to stop saying 'Oh it will be released soon', it will be releaseed when i want it to be. It seems something always happens that makes it difficult. So you will see it when im done. No extra information. sorry.  :-\

Well i might be starting a new post for my sci-fi project soon. (it is my backup for when i am done with Roguelegends. I have some pretty intense goals for it.

One question.. is there any really good tried and true way to simulate the passage of time realistically? Or do i have to go with my own system.

Untrustedlife

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Re: RogueLegends
« Reply #64 on: February 16, 2013, 04:50:34 AM »
I  figured out the time thing, and im sorry for how snappy that last post was, i didn't mean to seem mad or impolite. In other news.. i still don't have the music (BLAST it..) but i will have my friend who is a great artist design a better title screen for my game. Im kind of running out of steam, any tips in keeping focused on a project?


Next bit:
I have added the ability to enter and leave the planets and temperature and stuff like that to my sci-fi roguelike.

getter77

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Re: RogueLegends
« Reply #65 on: February 16, 2013, 12:52:17 PM »
No worries, try to just handle things in order one at a time and bear in mind that you are nearly there to a significant milestone of a first public release---any number of good things you'd not guess ahead of time can result from having an active playerbase.
Brian Emre Jeffears
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Nymphaea

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Re: RogueLegends
« Reply #66 on: February 16, 2013, 01:44:30 PM »
Im kind of running out of steam, any tips in keeping focused on a project?
Drop whatever is boring you for the moment, and add new content that you would find fun(new type of area/world with new generator, new boss/enemies, new skills, etc)

Untrustedlife

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Re: RogueLegends
« Reply #67 on: February 25, 2013, 02:43:57 AM »
Good News: The rough-draft of the music is completed and Alan has sent it to me, i instantly put it in the game and was happy with the results.
Also, new title screen which utilizes art made by my friend Greg, And it randomly chooses a picture every startup :P and a few bugfixes and i temporarily removed skill choosing from the starter menu because i need to work on it more.. Made the generator faster as-well and made cosmetic changes to caves, much more cave-looking now EVEN IN ASCII. I also added a few other things i don't remember.

-
Next up on my now completely defunct and unused to-do list more potion variety and death variety from potions . You now can worry about more then just the potion of instant death YIPPEE.
You know Its been over five months since i started this project .. wow..

Untrustedlife

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Re: RogueLegends
« Reply #68 on: March 02, 2013, 02:51:41 PM »
Im sorry for keeping you guys waiting. I have no idea why this game is taking so much time, i guess i got busy because of school.After i discuss the future of this game with my friend Greg Benzshawel who is interested in making a tileset. I will either release as-is and keep updating it anyway or i will wait for a tileset to be finished and release then. I'm a very busy person Work,School,Friends,Family, etc. So i am extremely sorry for taking so long to work on it basically its finished.. it just needs more variety.

To keep your interest up here the death screen of an average adventurer

« Last Edit: March 02, 2013, 03:10:36 PM by Untrustedlife »

getter77

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Re: RogueLegends
« Reply #69 on: March 02, 2013, 05:24:38 PM »
Pretty good, if possible the game being able to keep track of more information, character achievements/feats, etc to add some depth to the kill sheet would be nifty---the spirit of the old YASD reports and all that.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #70 on: March 06, 2013, 04:24:09 PM »
Great idea, Getter. I shall commence work on that at some point.

Added a new special room to the dungeons,strongholds, and catacombs.
(NO DETAILS!)

And a new rough draft of the music has come in, still havnt had the chance to talk with Greg.... I need him to do some testing shenagins.

Untrustedlife

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Re: RogueLegends
« Reply #71 on: March 07, 2013, 03:34:58 AM »
How about another screenshot?



Cave exploration...so much redrock...


2 blood covered Hell bears a bat and one unlucky adventurer



Story Time:
There was once an adventurer, nicknamed lazy, he found a cave near town, and was all hazy.. then he got mauled by 2 hell bears and a bat, the end.


This is the adventurer i created right after the first one.

Story Time: There once was an adventurer, he wanted glory and fame, he followed a path, and was maimed.
« Last Edit: March 07, 2013, 03:50:15 AM by Untrustedlife »

Legend

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Re: RogueLegends
« Reply #72 on: March 17, 2013, 05:00:52 PM »
Quote
One question.. is there any really good tried and true way to simulate the passage of time realistically? Or do i have to go with my own system.

Don't know if this helps or if it's what you mean, but I thought DoomRL handled time pretty well. As far as I know it has the most detailed, usage of time passing in a RL

Can't wait to try this btw..

Untrustedlife

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Re: RogueLegends
« Reply #73 on: March 18, 2013, 01:36:47 PM »
Thank you for the reply, however i figured out a way of doing that months ago . I used the system from dwarf fortress. What you do is you have a speed for each creature, when one takes a turn you tick down their turns based on the other. (in this case the player starts with a speed of 1.5 so a creature with a speed of 3 can take two turns when i take one turn if you ever land on a non-whole number (a number less then one but more then 0 you turn that into a percent and make it so they have that percent (10% or what ever) and make it a percent chance.

So if a player has a speed of 1 and the enemy has a speed of 1.5

When the player takes their turn the enemy will take one turn and then, there is a 50% chance they will take a second turn.

It is all very clever.

And thank you for your interest, im sorry im not very reliable when it comes to release dates but when i do release i am sure you will love it.  ;)

Legend

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Re: RogueLegends
« Reply #74 on: March 18, 2013, 02:55:59 PM »
Do you intend to or already have fullscreen support?