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 39124 times)

Untrustedlife

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Re: RogueLegends
« Reply #30 on: November 21, 2012, 03:22:45 AM »
Added in examples of complex conversations, and a very funny in depth conversation you can have with villagers for now. which can end in them being smited by there god for not cooperating in the conversation well..   :D so much fun :P (of course its just a test)





another Fun Death

« Last Edit: November 21, 2012, 01:50:10 PM by Untrustedlife »

getter77

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Re: RogueLegends
« Reply #31 on: November 21, 2012, 02:40:12 PM »
Oops, missed this last one---looking like good progress.  Good call on having the conversations centered on the screen.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #32 on: November 25, 2012, 03:30:09 AM »
Welp, i added the ability to do things that lead to you becoming a flesh crazed only flesh eating, werewolf  >:D

I also updated the dungeon, and added a new lair, and a couple new enemies and new armor.. and quests are being somewhat worked on (though im focusing on items and monsters right now)

getter77

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Re: RogueLegends
« Reply #33 on: November 25, 2012, 03:38:13 AM »
Heh, whatever aspect happens to be one(s) that you can work fluidly/well on at a given time----always a good position to be in.  Plenty of time to nail down the entire lot of it.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #34 on: November 25, 2012, 04:19:15 AM »

the dungeon generator, this is a part of the dungeon deeper underground, just thaught i'd show it off  a bit

i also added a full bronze armor set, and enchanted items (finally)
« Last Edit: November 26, 2012, 02:39:23 AM by Untrustedlife »

getter77

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Re: RogueLegends
« Reply #35 on: November 25, 2012, 12:46:39 PM »
Random question:  How well does the game handle, at present, the likes of Windowed/Fullscreen mode, different screen resolutions, and so on?  One problem that plagues many projects, for instance, is the font for ingame text getting so small it is hard to read, or things not stretching right to fill, etc.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #36 on: November 25, 2012, 10:53:38 PM »
Right now the game can handle ANY resolution/size (and when i say any i mean any) you can make it any size you want at all it will not glitch at all even if you make it desktop shortcut small things are still sized correctly (though you cant read the text at that size (inevitably)), though the stats bar seems to be higher up when you have it bigger (its not distracting though).  ;D

i could post a screenshot of it at a small size if you want me to.

getter77

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Re: RogueLegends
« Reply #37 on: November 26, 2012, 01:19:23 AM »
No prob, just a thing to keep in mind and reckon---I have a 1680x1050 monitor(Not anywhere near great even a couple years back but yeah..) and tend to either play Fullscreen or in a Window about that big when possible.  Nice to see there won't be any issues from the sound of it.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #38 on: November 26, 2012, 02:42:28 AM »
well im adding id'ing of items now (so i can get to potions finally)  :-\ its been way too long without them.. im beginning to think this project is going to take longer then i thought ...  :-[. and im beginning to want to release a test version so people can stop being eaten up by desire to play..

getter77

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Re: RogueLegends
« Reply #39 on: November 26, 2012, 03:05:05 AM »
Take all the time you need...and make sure to have a variety of frequent backups of all your work going, just in case.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #40 on: November 29, 2012, 11:24:36 PM »
added some new attack types for piercing weapons and hacking weapons and added a dagger a wooden dagger (and all variations broken enchanted etc) I also added swords and Axes, now to see if i can improve the combat a bit, like giving weapons attack types more advantages and disadvantages.
« Last Edit: November 30, 2012, 01:32:08 AM by Untrustedlife »

roguedotnet

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Re: RogueLegends
« Reply #41 on: November 30, 2012, 01:52:58 AM »
Hey looks awesome Untrusted! That's .NET then? I dig the styling!
~Rogue.NET Project

Untrustedlife

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Re: RogueLegends
« Reply #42 on: November 30, 2012, 02:50:09 AM »
not in .NET sorry for the misunderstanding, when i replied on your post i was talking about how the idea of procedural plots was very alike. I love the look at your project as-well though
« Last Edit: November 30, 2012, 02:53:57 AM by Untrustedlife »

Untrustedlife

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Re: RogueLegends
« Reply #43 on: December 02, 2012, 01:22:32 AM »
got all the disadvantages, advantages of all the current melee weapon types  implemented ( though it still needs some balancing), now to work more on creatures/realms/quests, sorry if this is becoming like a devlog, i just want to keep you guys updated  ;) , would you guys be ok with me putting out an alpha version to get some real feedback soon...because im dying to show you guys what i got ..
« Last Edit: December 02, 2012, 01:34:15 AM by Untrustedlife »

getter77

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Re: RogueLegends
« Reply #44 on: December 02, 2012, 02:07:42 AM »
No worries on the updates, progress on promising Roguelikes is always a good thing to behiold---even though I say a release is in no hurry, that doesn't change that fact that you're making great  dev pace as it is....so I reckon things will settle out as they do.

For instance:  What sort of rough checklist would pop up into your head for "Public" alpha?  Beta?   Thinking of it that way might help to put things in perspective.
Brian Emre Jeffears
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