Author Topic: The Veins of the Earth development feedback BETA 13  (Read 231567 times)

Zireael

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The Veins of the Earth development feedback BETA 13
« on: July 05, 2013, 09:22:26 AM »
As the Veins of the Earth is getting better with every passing day, I'd like to ask for feedback.

If you want the bleeding edge instead of the beta releases, use this link
If you already have a beta downloaded, replace the VotE folder with the contents of the zip. If you just have T-Engine, drop the contents of the zip in the modules/VotE folder.

To play it, download the Windows standalone from ModDB and click on t-engine.exe.

Tested only on Windows. Linux/Mac users might experience more bugs.

If you have Linux or OS X, you'll need to download T-Engine 1.3.1 and the ZIP from Git
« Last Edit: August 29, 2016, 05:50:59 PM by Zireael »

getter77

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Re: Underdark development feedback
« Reply #1 on: July 05, 2013, 04:21:05 PM »
Given the frenetic pace thus far(though you did have this long simmering back in the Oook days), what exactly is the Complete Picture in terms of features period that Underdark will hopefully ultimately contain, or at least in a beta or v1.0 sense to the point where it comes down to heaping on content to fill up the systems and less so beating the systems into shape?

At this point I'd say to just keep on dashing ahead given how well everything has been falling into place with all the hard work put into it thus far.
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Zireael

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Re: Underdark development feedback
« Reply #2 on: July 05, 2013, 06:30:08 PM »
We're hoping to have the d20 mechanics complete in the beta release, that is:

- classes*, including abilities gained by leveling
- feats*
- skills [still discussing the form, though]
- saving throws*
- attack rolls and AC*

Other main features include:
- some items (including magic items) *
- some monsters*
- some spells*

Things marked with an asterisk are already in.

Everything else is just window dressing. For example, highscores and encumbrance are in, but do not work properly yet.
Once the basic mechanics are complete, we can freely add more classes/feats/skills/monsters/items/whatever.

EDIT: We're discussing how to code in multiclassing and prestige classes, so they are bound to show up sometime, but I'm not sure they'll make it into 0.1.
« Last Edit: July 05, 2013, 06:33:51 PM by Zireael »

getter77

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Re: Underdark development feedback
« Reply #3 on: July 05, 2013, 06:38:30 PM »
Yeah, it sounds indeed like everything just needs to proceed as you continue to smash the checklist for the time being---so long as the content comes and nothing odd happens on the UI/Presentation(Even setting aside ASCII vs Tiles, there's quite a lot of "stuff"/variety at play with this general setting)/Controls front this is all bodes very well indeed.
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Zireael

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Re: Underdark development feedback
« Reply #4 on: July 06, 2013, 08:45:18 AM »
Yeah, it sounds indeed like everything just needs to proceed as you continue to smash the checklist for the time being---so long as the content comes and nothing odd happens on the UI/Presentation(Even setting aside ASCII vs Tiles, there's quite a lot of "stuff"/variety at play with this general setting)/Controls front this is all bodes very well indeed.

T-Engine basically takes care of the presentation/controls :)

The work wouldn't be progressing so far if not for Sebsebeleb - his knowledge of coding is invaluable, especially when it comes to UI.

Zireael

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Re: Underdark development feedback
« Reply #5 on: July 12, 2013, 10:25:02 AM »
Lots of updates and fixes. We're getting close to the first beta release - that is, the basics are 95% done.

Zireael

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Re: Underdark development feedback
« Reply #6 on: July 19, 2013, 03:01:33 PM »
The first beta was released on Monday.

Do not hesitate to report bugs here or on GitHub.

Zireael

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Re: Underdark development feedback
« Reply #7 on: August 03, 2013, 10:14:16 AM »
We're now at 0.0.6, also available from ToME site.

Zireael

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Re: Underdark development feedback
« Reply #8 on: August 05, 2013, 08:13:39 AM »
... aand now we're at 0.0.7.

Can I haz some feedback?

XLambda

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Re: Underdark development feedback
« Reply #9 on: August 05, 2013, 10:47:31 PM »
... aand now we're at 0.0.7.

Can I haz some feedback?

You shall haz, good sir!  ;) I'll play a run or two at my earliest convenience and post my feedback here.

Zireael

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Re: The Veins of the Earth development feedback
« Reply #10 on: August 13, 2013, 11:29:42 AM »
... and we're now at 0.0.7b, very close to 0.0.8.

Changelog in the announcements section.

The mod is also available from ModDB.

Zireael

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Re: The Veins of the Earth development feedback
« Reply #11 on: August 15, 2013, 10:07:33 AM »
v. 0.0.8 is now available as a standalone from Github, and soon from ModDB.

Feedback welcome!

Zireael

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Re: The Veins of the Earth development feedback
« Reply #12 on: August 17, 2013, 02:08:26 PM »
Thanks to excellent feedback from Leissi and Gunther, two bugs have been killed with fire and a hotfix is out!

Feedback is still welcome, regardless.

getter77

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Re: The Veins of the Earth development feedback
« Reply #13 on: August 19, 2013, 12:23:16 PM »
Considering the recently situated Design Document:

http://zireael07.wordpress.com/2013/08/18/the-veins-of-the-earth-design-document/

Among other bits, the explicit exclusion of the Paladin is rather notable---is the aim to harvest from the many other class templates available scattered throughout the various OGL'ish bits instead or...?  I'd also imagine this would have an effect on Prestige classes and such that would otherwise have it as a prerequisite.  Tangentially, what implications might this have for any sort of Pantheon to contend/interact with?
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Zireael

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Re: The Veins of the Earth development feedback
« Reply #14 on: August 19, 2013, 01:38:11 PM »
Considering the recently situated Design Document:

http://zireael07.wordpress.com/2013/08/18/the-veins-of-the-earth-design-document/

Among other bits, the explicit exclusion of the Paladin is rather notable---is the aim to harvest from the many other class templates available scattered throughout the various OGL'ish bits instead or...?  I'd also imagine this would have an effect on Prestige classes and such that would otherwise have it as a prerequisite.  Tangentially, what implications might this have for any sort of Pantheon to contend/interact with?

The paladin strikes me as a poor class because it is practically a mix of fighter and cleric while allowing only one alignment and not providing anything useful in exchange (except the mount). Coming up with 9 useful things for the paladin (to comply with the next assumption, 'every class should grant something useful every 2 levels') would be insanely hard for me.
Any prestige classes that would require the paladin will probably be rebranded to require semi-high BAB (ie. a level or two of fighter) and a decent divine spellcasting ability.

I've been toying with the idea of a pantheon recently, but because of licence restrictions I would have to come up with an original pantheon and I don't have any clue. This is actually another problem the paladin has - in order to exist, it requires a Deity of Righteousness (and I hate those).

Harvesting from other OGL sources is a definite possibility once we get more mechanics out of the way (ECL and poisons, I'm looking at you!)

That is, if someone managed to make the paladin be useful, it would be a welcome addition.