Author Topic: The Temple of Torment  (Read 233343 times)

Endorya

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Re: The Temple of Torment
« Reply #210 on: May 22, 2014, 11:17:34 AM »
I'm also thinking about adding a new page after selecting character class that describes the class.

That's imperative! That's something I've mentioned before around here; in-game-descriptions are truly important in roguelikes. I've also been brewing a new formula for your game so he can get a lot more interesting during combat as well as making classes more unique. But I'll leave that for when you finish all your pending tasks.

Man, just wondering are we a team already? I'm confused about it lol!

Probably yeah :D. The combat stuff is kind of in final state but I'd be willing to hear about your ideas about combat and classes and see if they will get into the game.

Ok. Then we are a team, so from now on I'll refer to your project as our project. Just make sure you are ok with this and do tell me if you are not. The thing is, your ideas and your general view of roguelike elements is pretty much in sync with my own, which makes us a perfect match to create something together. Do you use skype? We should elevate our communication pattern to higher level.

I guess now you can ask for as many tiles as you want. Aukustus, you just gained a level!
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Aukustus

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Re: The Temple of Torment
« Reply #211 on: May 22, 2014, 11:30:44 AM »
I'm not using skype but I guess there are other ways to talk. Collaboration is fine if you can agree to few things.

My main design philosophy is pretty much this stuff heavily modified http://www.d20srd.org/ mixed with general mood and magic system of Diablo 1. The combat stuff excluding magic should fit into the mood of d20 srd.

What I basically truly need is tiles, and general suggestions about the content of the game, UI, descriptions, bug testing and so on. Basically what I need is mainly an artist who can give improvements. You'd get your nick / name to the credits as artist also.

Lastly, I'd the one who decides about the game and what gets into it. I have a strong vision about the game. I'll take all suggestions and then think if they get into the game. As you've seen, some of your stuff has gotten into the game such as the armor penalties negated by other stat than strength.

Basically, nothing would change from what we've been doing to this point, but you could refer this project as yours too.

Endorya

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Re: The Temple of Torment
« Reply #212 on: May 22, 2014, 12:18:04 PM »
Fully understood.

I'll aid you visually for as long as I can and I will always share with you my vision regarding TofT's game play, UI and general mechanics. I don't expect you to change your project's goal nor I'm interested in taking lead of it, I have my own project to take care of; just see me as an adviser towards matters not related to GFX.

My own project is set to be a commercial product and I might reuse the work that I'm creating for you. This means such tiles might be protected by copyright laws (I need yet to decide it). Nonetheless, in case this happens, you will have explicit permission to use them freely in your own projects for as long as you see them fit. Nothing changes with the exception of you knowing that the tile sets I've created for you cannot be used outside your own projects and that you might need to add an End User Licence Agreement in your game package notifying people about this.

Tell me if you are cool with this.

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Aukustus

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Re: The Temple of Torment
« Reply #213 on: May 22, 2014, 12:29:48 PM »
Fully understood.

I'll aid you visually for as long as I can and I will always share with you my vision regarding TofT's game play, UI and general mechanics. I don't expect you to change your project's goal nor I'm interested in taking lead of it, I have my own project to take care of; just see me as an adviser towards matters not related to GFX.

My own project is set to be a commercial product and I might reuse the work that I'm creating for you. This means such tiles might be protected by copyright laws (I need yet to decide it). Nonetheless, in case this happens, you will have explicit permission to use them freely in your own projects for as long as you see them fit. Nothing changes with the exception of you knowing that the tile sets I've created for you cannot be used outside your own projects and that you might need to add an End User Licence Agreement in your game package notifying people about this.

Tell me if you are cool with this.

That's totally fine and I'm cool with everything what you said. I was wondering about the license of the tiles but that explains it. Welcome aboard to develop The Temple of Torment!

Endorya

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Re: The Temple of Torment
« Reply #214 on: May 22, 2014, 12:36:59 PM »
That's totally fine and I'm cool with everything what you said. I was wondering about the license of the tiles but that explains it. Welcome aboard to develop The Temple of Torment!

Alright! :D - Everyone! Drinks are on m... er... I mean Aukustus! I forgot my wallet...

About other ways for proper communication. Tell what service do you prefer.



« Last Edit: May 22, 2014, 12:38:32 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #215 on: May 22, 2014, 12:40:20 PM »
That's totally fine and I'm cool with everything what you said. I was wondering about the license of the tiles but that explains it. Welcome aboard to develop The Temple of Torment!

Alright! :D - Everyone! Drinks are on m... er... I mean Aukustus (forgot my wallet)!

About other ways for proper communication. Tell what service do you prefer.

I'd prefer facebook since I'm not exactly using anything else but we can discuss about other services.

Endorya

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Re: The Temple of Torment
« Reply #216 on: May 22, 2014, 01:00:06 PM »
I'd prefer facebook since I'm not exactly using anything else but we can discuss about other services.
I strongly encourage you using skype since I'm always online in it. Facebook brings me a few problems here at my job. :(
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Aukustus

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Re: The Temple of Torment
« Reply #217 on: May 22, 2014, 01:20:10 PM »
I'd prefer facebook since I'm not exactly using anything else but we can discuss about other services.
I strongly encourage you using skype since I'm always online in it. Facebook brings me a few problems here at my job. :(

Allright, I'll make an account.

Endorya

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Re: The Temple of Torment
« Reply #218 on: May 22, 2014, 02:33:31 PM »
I've sent you a private message with my Skype contact :)
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Aukustus

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Re: The Temple of Torment
« Reply #219 on: May 22, 2014, 05:00:06 PM »
Messaged you with my contact since I couldn't find you.

Endorya

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Re: The Temple of Torment
« Reply #220 on: May 22, 2014, 06:49:54 PM »
Check private messages.
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Endorya

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Re: The Temple of Torment
« Reply #221 on: May 24, 2014, 10:07:31 AM »
Ok we have 3 new tiles:

- Ruins
- Cottage
- Cave entrance (boy, the old cave entrance was giving me nightmares.)

https://www.dropbox.com/s/nj0z98rvnff17tj/Worldmap.png
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Aukustus

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Re: The Temple of Torment
« Reply #222 on: June 03, 2014, 05:41:45 AM »
New Beta is released here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta8.rar

Changelog:
Code: [Select]
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were in ascii mode white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
- Traps are now totally invisible
- Fixed a bug where non-cleric hero casted the spell "Aid"
- Rogue's poison weapon skill no longer works on poison monsters

General
- Gradient fov now has items that are close to player brighter
- Main menu has now return options
- New ascii chars for stairs up and down
- New messages for standing on entrances to locations or world map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes

Maps
- Many new tiles
- New semi-persistent maps for Mines
- Faster hand made map generation
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out

Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals

Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- All classes can now select from the same weapon proficiences
- Armor Penalty is now taken into account in melee combat also
- Character Screen displays active effects

Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
- Spellbooks use now their own equipment slot instead of off-hand
- New item slot: Waist

Monsters
- Monster AI pathfinding improved

Endorya

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Re: The Temple of Torment
« Reply #223 on: June 05, 2014, 09:14:53 AM »
Hey m8!

Since you're not on Skype at the moment I decided to do a post about the editor, this way people also get a chance to know what we are brewing. Anyway, I just finished implementing the fill button which completely floods the whole map with all selected tiles.

It took me about 1 minute to generate this map:
https://www.dropbox.com/s/foewghea23oida9/Editor.png

My next steps will be adding different brush sizes, more filling modes and inputting ASCII codes.
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Samildanach

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Re: The Temple of Torment
« Reply #224 on: June 22, 2014, 08:44:02 PM »
Just played Temple of Torment for the first time. Seems promising. I'll definitely keep my eye on future releases.

One small thing - the person in town says the temple is south-west but it's actually south-east. It's not a problem here because I can see it on the world view, but this kind of thing led to me getting lost a lot in Morrowind so it's something that jumps out at me now.  :P