Author Topic: The Temple of Torment  (Read 233449 times)

Legend

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Re: The Temple of Torment
« Reply #60 on: April 16, 2014, 10:34:01 PM »
Not something telling me I am on "stairs down".  I meant on the overworld cause each "<" represents a different area/objective.  More like a message that tells me I am at the temple, village, or thief camp, etc. so I know what I am about to go into.

Aukustus

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Re: The Temple of Torment
« Reply #61 on: April 17, 2014, 05:31:48 AM »
Yeah. That can definitely be done. I'll put it in the next version.

Next thing I'll do is that players can buy normal weapons / armor / books depending on their progress in the dungeon. I've been thinking that technically it is possible to finish the game without finding any upgrades or new spells so I try to avoid it. In the future players can find magical weapons and weapons between -1 and 1 damage so only base +0 could be bought.

Aukustus

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Re: The Temple of Torment
« Reply #62 on: April 27, 2014, 12:26:36 PM »
It's been a long time (at least with this rate of updates) since last update but I'm been adding a lot of stuff and fixes.

I'm posting here the change log as it is at the moment:
Code: [Select]

Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map

Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250

General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant

Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
 
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reducd to 20% from 100%

Items
- Cursed item naming is now different; it is now "(cursed) itemName" instead of "cursed itemName". Uncursing items now regain their original name instead of "uncursed itemName"
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Unusable items are now displayed as "(unusable) itemName" instead of "itemName (unusable)"
- Armor Class values of chainmail and higher lowered by 5
« Last Edit: April 27, 2014, 12:33:54 PM by Aukustus »

Aukustus

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Re: The Temple of Torment
« Reply #63 on: April 29, 2014, 11:57:57 AM »
I released the sixth beta with the following changes:

https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta6.rar

Code: [Select]
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map

Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250

General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
- Inventory text improvements

Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
- Paladins can wield two-handed weapons
- To Hit Bonus divided into Melee and Ranged bonuses
 
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reduced to 20% from 100%

Items
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Armor Class values of chainmail and higher lowered by 5

Next thing I'm going to do is to figure out a stat requirements instead of class requirements.
« Last Edit: April 29, 2014, 12:01:25 PM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #64 on: May 02, 2014, 09:25:28 PM »
Next thing I'm going to do is to figure out a stat requirements instead of class requirements.

Oh that will be just sweet! Anyway, I have some interface ideas (improvements) for you. I'll post them soon to see if you agree with any of them.
« Last Edit: May 02, 2014, 09:30:21 PM by Endorya »
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Endorya

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Re: The Temple of Torment
« Reply #65 on: May 02, 2014, 10:28:20 PM »
Hello Aukustus. Instead of working on my own project tonight I decided to work on your game.

I idealized a new interface for buying and selling items.
http://tivohdmg.photobucket.com/albums/v698/EFileTahi-A/Newinterface.png?t=1399068870

I've merged regular items with special items to make trading easier while at the same time making item comparison faster. I added color codes to make reading even better (for common and rare items or common vs enchanted items) and justified the prices in a column as I often loose my eyes to items states when I'm looking for price tags; having prices in a column also helps us identifying budget items from powerful and expensive ones. But the major change is actually the way you operate the interface. I believe that having a "selection row" controlled with UP and DOWN arrow keys makes the whole item selection easier. In the image we see a gray row and this row indicates the current selected item ready for purchase.

The same concept should also be used for selling, where the items & equipment would be shown in the same window with the same configuration as presented in the screenshot. Consider using the row selection in every option screen as it works so much better for there is no need to interpretation and no looking down to the keyboard for each option we choose.

Please tell me what you think. If you enjoy this I can rework other parts of the game's interface for you.

Take care and continue with your good work. I'm actually enjoying the game a lot now, with the 'Rest' option revealed :P
« Last Edit: May 02, 2014, 11:11:33 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #66 on: May 03, 2014, 12:02:43 PM »
Hello Aukustus. Instead of working on my own project tonight I decided to work on your game.

I idealized a new interface for buying and selling items.
http://tivohdmg.photobucket.com/albums/v698/EFileTahi-A/Newinterface.png?t=1399068870

I've merged regular items with special items to make trading easier while at the same time making item comparison faster. I added color codes to make reading even better (for common and rare items or common vs enchanted items) and justified the prices in a column as I often loose my eyes to items states when I'm looking for price tags; having prices in a column also helps us identifying budget items from powerful and expensive ones. But the major change is actually the way you operate the interface. I believe that having a "selection row" controlled with UP and DOWN arrow keys makes the whole item selection easier. In the image we see a gray row and this row indicates the current selected item ready for purchase.

The same concept should also be used for selling, where the items & equipment would be shown in the same window with the same configuration as presented in the screenshot. Consider using the row selection in every option screen as it works so much better for there is no need to interpretation and no looking down to the keyboard for each option we choose.

Please tell me what you think. If you enjoy this I can rework other parts of the game's interface for you.

Take care and continue with your good work. I'm actually enjoying the game a lot now, with the 'Rest' option revealed :P

I really like that, some of the improvements I'm not able to do such as the row selection but I really like the items in groups of 5 which I got working. The prices in columns look good too. Also the special items in same screen as the regular items is a good idea in my opinion.

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Re: The Temple of Torment
« Reply #67 on: May 03, 2014, 01:00:03 PM »
I really like that, some of the improvements I'm not able to do such as the row selection but I really like the items in groups of 5 which I got working. The prices in columns look good too. Also the special items in same screen as the regular items is a good idea in my opinion.

What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?

About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?
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Aukustus

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Re: The Temple of Torment
« Reply #68 on: May 03, 2014, 01:27:16 PM »
What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?

Probably not since I'm godawful programmer. Maybe if I find some open source project featuring same kind of a thing with libtcod.

About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?

Nope. There's quest that can be found from the barracks in southern Marwal that adds a new location to the map. The quest is intended to be a lvl 1 quest.  After I release this version with the class req changes and shop improvements I'll continue developing the main quest and this would add new location(s) to the world map. The main quest is basically 1. Find the source of the bad guys 2. Kill the Bad Guy behind the invasion. This in fact leaves the portal open from where the bad guys came and to close this plot hole I would make the quest longer.

I'm having an idea to make the quest longer which would include closing the portal by finding a spell to reverse the spell that opened the portal. Probably there would be somekind of a Tome of Infra Arcana or whatever Necronomicon'ish book which would include a lot of spells and the player would need to figure out which spell to cast. Casting a wrong spell could have game ending consequences and trigger extra endings.

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Re: The Temple of Torment
« Reply #69 on: May 03, 2014, 01:35:57 PM »
What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?

Probably not since I'm godawful programmer. Maybe if I find some open source project featuring same kind of a thing with libtcod.

About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?

Nope. There's quest that can be found from the barracks in southern Marwal that adds a new location to the map. The quest is intended to be a lvl 1 quest.  After I release this version with the class req changes and shop improvements I'll continue developing the main quest and this would add new location(s) to the world map. The main quest is basically 1. Find the source of the bad guys 2. Kill the Bad Guy behind the invasion. This in fact leaves the portal open from where the bad guys came and to close this plot hole I would make the quest longer.

I'm having an idea to make the quest longer which would include closing the portal by finding a spell to reverse the spell that opened the portal. Probably there would be somekind of a Tome of Infra Arcana or whatever Necronomicon'ish book which would include a lot of spells and the player would need to figure out which spell to cast. Casting a wrong spell could have game ending consequences and trigger extra endings.

Sounds pretty neat actually! Need any help with the class req changes? Will you use skills to keep track of what the characters are allowed to use?
"You are never alone. Death is always near watching you."

Aukustus

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Re: The Temple of Torment
« Reply #70 on: May 03, 2014, 04:17:55 PM »
What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?

Probably not since I'm godawful programmer. Maybe if I find some open source project featuring same kind of a thing with libtcod.

About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?

Nope. There's quest that can be found from the barracks in southern Marwal that adds a new location to the map. The quest is intended to be a lvl 1 quest.  After I release this version with the class req changes and shop improvements I'll continue developing the main quest and this would add new location(s) to the world map. The main quest is basically 1. Find the source of the bad guys 2. Kill the Bad Guy behind the invasion. This in fact leaves the portal open from where the bad guys came and to close this plot hole I would make the quest longer.

I'm having an idea to make the quest longer which would include closing the portal by finding a spell to reverse the spell that opened the portal. Probably there would be somekind of a Tome of Infra Arcana or whatever Necronomicon'ish book which would include a lot of spells and the player would need to figure out which spell to cast. Casting a wrong spell could have game ending consequences and trigger extra endings.

Sounds pretty neat actually! Need any help with the class req changes? Will you use skills to keep track of what the characters are allowed to use?

Not at the moment. Everything is free for all but requires stats like I described in Class Restrictions thread. Some classes can though use some items better since Shadow Armor which is sold in the shop gives 3 turns longer stealth for rogue and ranger. Other classes which can't access stealth have nothing to gain from it.

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Re: The Temple of Torment
« Reply #71 on: May 04, 2014, 10:40:51 AM »
Not at the moment. Everything is free for all but requires stats like I described in Class Restrictions thread. Some classes can though use some items better since Shadow Armor which is sold in the shop gives 3 turns longer stealth for rogue and ranger. Other classes which can't access stealth have nothing to gain from it.

Sounds good.
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Aukustus

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Re: The Temple of Torment
« Reply #72 on: May 04, 2014, 09:01:04 PM »
Here's the new shop screen: https://dl.dropboxusercontent.com/u/95372567/Shop_UI.png

I'm also having some ideas about new classes; monk, bard and druid. This would make 3 fighter based classes, 3 rogue based classes and 3 sorcerer based classes.

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Re: The Temple of Torment
« Reply #73 on: May 05, 2014, 11:33:41 AM »
Sweet!  8)

Will you add color codes for common and uncommon items? How about just coloring the "Special Items" with a light blue or something and having them mixed with normal items? More over, just a thought, it would be nice if items in shops could be separated by category depending of the shop type naturally. For weapons & armors shops it would be nice to have offensive items in one group and defensive stuff in another. I'm saying this because I believe it would make item search easier. What do you think?
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Aukustus

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Re: The Temple of Torment
« Reply #74 on: May 05, 2014, 12:37:30 PM »
Yeah, items could be separated but I wish to keep the selection low so I think there isn't any point to categorize just 2 items out of 5. If the selection was larger, maybe then. I'm not sure if the color coding is needed since the magical items  are always the lower 5 in the shop and distinguishable with different naming system.
« Last Edit: May 05, 2014, 12:40:16 PM by Aukustus »