Author Topic: The Temple of Torment  (Read 233247 times)

Aukustus

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Re: The Temple of Torment
« Reply #90 on: May 13, 2014, 04:01:41 PM »
I'll probably make only the mines at least somewhat persistent. If I can't program it, I'm able to handcraft the maps and put hand placed monsters which stay dead when killed. That shortcut could be quite nice, maybe exchange for hunger points. The shortcut system in Skyrim was nice but I think it was somewhat realism breaking.

Honestly, handcrafted dungeons with hand placed mobs sounds just as perfect. The shortcut system is however open for discussion. If you want hunger to be taken seriously when travelling than shortcuts should be avoided, however, travelling 20 levels back (hypothetically speaking) just to exit a site sounds bloody boring. Balance should be considered in this case. Maybe the shortcuts would not be that short. As far as realism is concerned, it was also a common thing to have multiple exits in temples, secret exits. Maybe you could add some sort of puzzles to open that particular door. This would be brains vs time and resources :)

I'm having an idea to make the mines like a nod to Baldur's gate with designing the mine levels close to the game's mine levels. My Undershire is pretty much Tristram from first Diablo too.

First Diablo had two upstairs at some points of which the second opened a permanent shortcut to the town level which I liked a lot. Puzzles would be quite good but I'm not that good designing those. I think some sort of quicker way to return without scrolls of recall I think is seriously needed.

Teleportal stones which give access to the beginning of every main dungeon section are in my opinion quite good since there's no need to descend 20 levels again and there's no need to ascend 20 levels again to reach places. And the teleportal stones cannot be accessed at the lowest 12 levels since the levels are located in another plane of existence. Probably they could be named like "Stone of Recall".

Edit: They could be located in the boss fight rooms and killing the boss would activate it for teleporting around the dungeon and in and out.
« Last Edit: May 13, 2014, 04:14:41 PM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #91 on: May 13, 2014, 04:34:40 PM »
I'll probably make only the mines at least somewhat persistent. If I can't program it, I'm able to handcraft the maps and put hand placed monsters which stay dead when killed. That shortcut could be quite nice, maybe exchange for hunger points. The shortcut system in Skyrim was nice but I think it was somewhat realism breaking.

Honestly, handcrafted dungeons with hand placed mobs sounds just as perfect. The shortcut system is however open for discussion. If you want hunger to be taken seriously when travelling than shortcuts should be avoided, however, travelling 20 levels back (hypothetically speaking) just to exit a site sounds bloody boring. Balance should be considered in this case. Maybe the shortcuts would not be that short. As far as realism is concerned, it was also a common thing to have multiple exits in temples, secret exits. Maybe you could add some sort of puzzles to open that particular door. This would be brains vs time and resources :)

I'm having an idea to make the mines like a nod to Baldur's gate with designing the mine levels close to the game's mine levels. My Undershire is pretty much Tristram from first Diablo too.

First Diablo had two upstairs at some points of which the second opened a permanent shortcut to the town level which I liked a lot. Puzzles would be quite good but I'm not that good designing those. I think some sort of quicker way to return without scrolls of recall I think is seriously needed.

Teleportal stones which give access to the beginning of every main dungeon section are in my opinion quite good since there's no need to descend 20 levels again and there's no need to ascend 20 levels again to reach places. And the teleportal stones cannot be accessed at the lowest 12 levels since the levels are located in another plane of existence. Probably they could be named like "Stone of Recall".

Edit: They could be located in the boss fight rooms and killing the boss would activate it for teleporting around the dungeon and in and out.

Sounds cool! Having a boss guarding such artifact seems to make perfect sense.
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Aukustus

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Re: The Temple of Torment
« Reply #92 on: May 14, 2014, 09:20:21 AM »
I added Stones of Recall to the game. I added them only to the main dungeon and last one is before hell. Last stone is located next to the portal to hell.

My main idea to the plot is that the demons came from the portal and quickly invaded the temple using the stones and teleported through the temple. The stones fit to the lore in my opinion. I placed them in the boss rooms and they can be used after killing the boss.
« Last Edit: May 14, 2014, 09:24:28 AM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #93 on: May 14, 2014, 11:03:44 AM »
Do you have a date for a new version?
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Zireael

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Re: The Temple of Torment
« Reply #94 on: May 14, 2014, 11:30:13 AM »
Go ahead and make the BG mines levels, it might make me find some free time to finally play it!!

Aukustus

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Re: The Temple of Torment
« Reply #95 on: May 14, 2014, 11:49:59 AM »
Do you have a date for a new version?

Not yet. I have a lot to figure out for the main quest. I could make a release without the complete main quest but I'm not too fond about doing it.

Aukustus

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Re: The Temple of Torment
« Reply #96 on: May 14, 2014, 02:27:47 PM »
Go ahead and make the BG mines levels, it might make me find some free time to finally play it!!

Here's the second level of my mines modeled after Cloakwood mines level 2. First level of the mines will be modeled after Cloakwood mines level 1.

https://dl.dropboxusercontent.com/u/95372567/Mines.png compared to http://www.forgottenwars.com/bg1/maps/x_1804.jpg

There will be some minor changes but overall idea is this.
« Last Edit: May 14, 2014, 02:30:12 PM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #97 on: May 14, 2014, 06:43:48 PM »
Just out of curiosity, why are you copying levels from other games?  :-\
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Aukustus

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Re: The Temple of Torment
« Reply #98 on: May 14, 2014, 06:54:14 PM »
Just out of curiosity, why are you copying levels from other games?  :-\

Sort of nod or not so subtle easter egg to influences. Nothing more serious.

If it's generally a bad thing to include easter eggs like that, there's no problem to remove those. Just feeling like to honor influences.
« Last Edit: May 14, 2014, 07:11:37 PM by Aukustus »

Aukustus

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Re: The Temple of Torment
« Reply #99 on: May 15, 2014, 01:21:01 PM »
I made my own maps for mines and I'll figure out what to do with BG maps.

Hopefully the next version will contain 3 new classes, 2 new locations to the world map and longer main quest.

Some changes already made:

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 white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed

General
- New ascii chars for stairs up and down
- New tiles for Marwal and Undershire
- New messages for standing on entrances to locations or world map
- New NPC to talk with; Velaria in cottage map
- Config tool improved
- Quest items no longer display item count in inventory and picking up quest items no longer display item count in message
- Minor undocumented additions or changes

Maps
- New semi-persistent maps for Mines
- Faster hand made map generation
- New location; Hermit's cottage
- New location; Castle Undershire (WIP)
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out

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

Characters
- Sorcerer renamed to Mage
- Character screen now displays stats in a more detailed way with bonuses

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

Monsters
- Monster AI pathfinding improved

Endorya

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Re: The Temple of Torment
« Reply #100 on: May 15, 2014, 03:14:30 PM »
Sounds great! I really hope one day we can have mouse support and full screen modes. :)
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Aukustus

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Re: The Temple of Torment
« Reply #101 on: May 15, 2014, 05:26:36 PM »
Full screen is already there. I did have mouse support for targeting line but I removed it in a very early alpha.

Endorya

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Re: The Temple of Torment
« Reply #102 on: May 15, 2014, 07:06:23 PM »
My bad, yeah full screen is already there.
What about scrolling maps? Maps in roguelikes tend to be tied to particular screen size, which as a side effect let you "predict" where the hidden map may be parts are located.
« Last Edit: May 15, 2014, 07:11:18 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #103 on: May 15, 2014, 09:31:49 PM »
I had scrolling maps once but I couldn't figure out why my character was printed always to x+1, y+1 coordinates instead of x, y even though it worked in sample code which I copypasted directly.

Aukustus

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Re: The Temple of Torment
« Reply #104 on: May 16, 2014, 06:50:42 AM »
Some ideas about new classes:

Bard: Class skills are songs, one could demoralize enemies by reducing their damage by 1 (song of demoralize), one could boost hit points (song of bravery)

Monk: Class skills are one kick skill, one fist skill and one skill to improve some stat, maybe damage reduction by 1 for given amount of turns, unarmed damage is 1d6 instead of 1d3 and it grows to 1d8 by level 3 and to 1d10 by level 6.

Druid: One class skill would be shapeshift, probably werebear with increased damage and hit points.