Author Topic: Rodney Post 7DRL development (v13 released!!)  (Read 21775 times)

Slash

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Rodney Post 7DRL development (v13 released!!)
« on: March 30, 2013, 03:46:42 AM »
Rodney continues development built upon the original 7drl (which is available from the website), seeking to make it an even more enjoyable experience while keeping the original spirit.

The latest version is available at http://games.slashware.net/rodney !

Your feedback is very appreciated!

Gameplay vid: http://www.youtube.com/watch?v=A68X2S8U1AA
---
v13 changes - May 25 2013

* Change tileset randomly between floors
* Add golem
* Add doublespeed enemies
* Buff Enemy HPs
* New Spin Slash skill
* Enhance slash/backslash\ (150% damage)
* Enhance sweep (150% damage)
* Add Parry Skill
* Riposte Skill
* New buildup skill
* Courage / Heroism skills
* Wanderer / Explorer skills
« Last Edit: May 25, 2013, 04:03:26 PM by Slash »

Ex

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Re: Rodney v5 released!
« Reply #1 on: March 30, 2013, 04:57:46 AM »
Darksight changed a lot. It's funny because for me at least the color outside of my sight range is much brighter than the color inside my sight range which is nearly black except for enemies and items. The stuff outside my view is green, but the stuff inside my view is very dark blue. Maybe this is supposed to be reversed? I think that having multiple levels of the powerups is a good direction to go in. I've thought about games using selected perks like this for leveling, but never realized that it would be cool to have multiple levels of the same basic perk.

I somehow ended up with the almighty "undefinedSplint mail" after using an excellent splint mail for some time. Actually, it was a splint mail that I equipped near the beginning, and I suspect the damage level may have wrapped around or something.

I like the new screen transitions. The game seems slightly harder in this version, or possibly I just had a run of bad luck. I was at 1 strength, took the destroy perk and ended up back at one strength within the same level, so that may have contributed.

I'm sad to see the town go despite it's problems. I know that everyone was confused and complained about it, but it was a good feature conceptually. It was a cool idea to have an area where fellow players could hang out and chat between games. Maybe there is some way to do this in a nonconfusing way. Maybe if it looked like a town with buildings and stairs down? It just seems like a cool idea, and it works well enough in MAngband. There has to be a way to do it.

Slash

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Re: Rodney v5 released!
« Reply #2 on: March 30, 2013, 12:32:31 PM »
Can you please send me a screenshot of the color schema you are getting?


Nevermind, I changed it on v6, please take a look.

Thanks!
« Last Edit: March 30, 2013, 01:09:24 PM by Slash »

Slash

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Re: Rodney v5 released!
« Reply #3 on: March 30, 2013, 01:11:13 PM »
Version 6 released!

5191   The enemy attack messages are in wrong order
5192   Weapons can be left useless before totally ruined
5195   Can use empty name
5196   Keyboard polling is too slow for name entry
5197   Color schema is weird
5198   undefined integrity level

Ex

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Re: Rodney v5 released!
« Reply #4 on: March 30, 2013, 01:40:31 PM »
Here's a screenshot of the current color scheme and an undefined scale mail in the latest version:

Definitely an improvement over the previous green/nearly black color scheme.

I pressed refresh after loading it, so this should be the latest version, and the town was back so that seems like a different version. Anyway, this version seems easier than the previous version, or maybe I was just having a run of bad luck that time. Probably just bad luck. Still like those transition effects. I'll post more as I play it more.

Slash

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Re: Rodney Post 7DRL development
« Reply #5 on: March 30, 2013, 05:00:11 PM »
this is fixed now

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Re: Rodney Post 7DRL development
« Reply #6 on: March 30, 2013, 08:57:27 PM »
Pretty cool game.

It would be nice if you pushed the up arrow at the top item, it went all the way to the last item at the bottom and vice-versa.

Would be great to have a stand alone downloadable version. Preferably with fullscreen.

Slash

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Re: Rodney Post 7DRL development
« Reply #7 on: March 31, 2013, 12:08:58 AM »
Standalone version seems doable via unicodetiles.js qtwebtoolkit native app... Dunno if it has been done before though...

I might also release iPhone/android versions uson cocoonjs

Vanguard

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Re: Rodney Post 7DRL development
« Reply #8 on: April 02, 2013, 11:30:43 AM »
I want to play this game, but every time I push space or the up/down arrow keys my window scrolls up/down, and I constantly need to correct it.  I can get around the arrow key problem by using the numeric keypad with num lock turned on, but there doesn't seem to be anything I can do about the space bar issue.

Could you allow the use of something like the enter key as an alternative to space bar, or allow the game to be played on a page with less vertical height, or something like that?

Slash

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Re: Rodney Post 7DRL development
« Reply #9 on: April 02, 2013, 12:00:41 PM »
Vanguard, I'm looking forward to prevent the default behavior for the arrow keys and space. What browser are you using?

In the meantime, you can use Ctrl for "action", does that work?

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Re: Rodney Post 7DRL development
« Reply #10 on: April 02, 2013, 12:21:37 PM »
I'm using firefox.  Ctrl is seems to be working in most situations, but it doesn't do anything on the ability selection screen.

EDIT:

Ctrl doesn't work for equipping items either.  It opens the equipment screen, but I need to push space to actually make use of the item.

Slash

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Re: Rodney Post 7DRL development
« Reply #11 on: April 06, 2013, 07:34:07 PM »
Version 7 released, Play now! http://games.slashware.net/rodney

* Ignore Ctrl, Alt, Shift, Tab
* Alternate action keys Enter, 'v'
* Block name entry while starting game
* Prevent spawning in corridors
* Add color to skill animations
* Add animation to all skills
* Split Destroy into three skills
* Make weapon damage independent of attack damage. Make some weapons more resistant than others
* Prevent very weird concurrency issue probably triggered by the fov calculations done before / while initializing the control arrays

Thank you for your feedback

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Re: Rodney Post 7DRL development
« Reply #12 on: April 07, 2013, 12:54:14 AM »
  Just played. Got pretty deep. I seemed to be windshielding everyone until I found the Yetis.

Slash

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Re: Rodney Post 7DRL development
« Reply #13 on: April 07, 2013, 01:39:01 AM »
  Just played. Got pretty deep. I seemed to be windshielding everyone until I found the Yetis.

Armor too strong probably?

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Re: Rodney Post 7DRL development
« Reply #14 on: April 07, 2013, 01:54:22 AM »
Armor too strong probably?

It seems that way to me.  Late game enemies are still dangerous, but if you find some early banded or plate armor, you can shrug off everything in the first half of the game.

But I think the core problem is that the player's strength changes relatively little over the course of the game, while late game enemies are far more powerful than their early game counterparts.  The only pre-centaur enemies that are dangerous enough to worry about are stat drainers.  I think increasing the damage output of most low level monsters would be a good move.