Author Topic: The Temple of Torment  (Read 233382 times)

Endorya

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Re: The Temple of Torment
« Reply #150 on: May 19, 2014, 02:57:21 PM »
In the meantime, I remade the blood splatter tile. I think now it actually looks like blood instead of a camp fire :P
https://www.dropbox.com/s/up56y2fbppsdye4/Blood.png

[EDIT]
I also added some color variation to the dungeon tile as you may see and I kinda fixed the upper stairway too.

« Last Edit: May 19, 2014, 03:09:00 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #151 on: May 19, 2014, 03:15:40 PM »
I like that!

I just made "Return" options all over the main menus and character creation so that if somebody selects fighter accidentally he or she can return back to the class selection and choose other class.

Endorya

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Re: The Temple of Torment
« Reply #152 on: May 19, 2014, 03:46:10 PM »
I like that!

I just made "Return" options all over the main menus and character creation so that if somebody selects fighter accidentally he or she can return back to the class selection and choose other class.

Yeah. That's also a thing I was about to mention soon.

About the village. We should definitely change the floor tiling of houses and castles to something else other than grass.
If you want the tile updates now, tell me so I can upload the file.

« Last Edit: May 19, 2014, 04:20:01 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #153 on: May 19, 2014, 03:50:09 PM »
I like that!

I just made "Return" options all over the main menus and character creation so that if somebody selects fighter accidentally he or she can return back to the class selection and choose other class.

Yeah. That's also a thing I was about to much soon.

About the village. We should definitely change the floor tiling of houses and castles to something else other than grass.
If you want the tile updates now, tell me so I can upload the file.

I already programmed those tile changes to houses and barracks. I'd love to try those tile.

Endorya

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Re: The Temple of Torment
« Reply #154 on: May 19, 2014, 04:00:44 PM »
"You are never alone. Death is always near watching you."

Aukustus

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Re: The Temple of Torment
« Reply #155 on: May 19, 2014, 04:18:05 PM »
I really like those tiles. What tile is the last tile?


Endorya

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Re: The Temple of Torment
« Reply #156 on: May 19, 2014, 04:20:43 PM »
I really like those tiles. What tile is the last tile?

Ahh that one was a backup copy. I will remove it :)
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Aukustus

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Re: The Temple of Torment
« Reply #157 on: May 19, 2014, 04:32:40 PM »
Wooden floor tile could be the same as the grey floor but in brown. Hell's floor tile is the same as grey floor tile but with red pixels. Then there is need for cavern floor tile, catacomb floor tile and ancient ruins floor tile (ruins wall tile is the one next to the flaming dog). Do you need a list of what each tile in my font file is meant to be?

Endorya

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Re: The Temple of Torment
« Reply #158 on: May 19, 2014, 04:40:03 PM »
What I really would like is the ability to visit those levels directly in your game, so I can understand how the tiles act in pattern and how they feel next to walls, doors, items etc. Sometimes I get ideas just by noticing the whole thing or simply by noticing the level's mood, pattern wise.
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Aukustus

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Re: The Temple of Torment
« Reply #159 on: May 19, 2014, 06:21:46 PM »
What I really would like is the ability to visit those levels directly in your game, so I can understand how the tiles act in pattern and how they feel next to walls, doors, items etc. Sometimes I get ideas just by noticing the whole thing or simply by noticing the level's mood, pattern wise.

My version has cheat codes of which some allow to descend and ascend the dungeon with + and - keys. I disable those when I make a release. I can share that for you.

Endorya

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Re: The Temple of Torment
« Reply #160 on: May 19, 2014, 06:39:26 PM »
My version has cheat codes of which some allow to descend and ascend the dungeon with + and - keys. I disable those when I make a release. I can share that for you.

Sounds perfect! Alternatively, you could just have a global static boolean variable indicating whether the game is in debug mode or not, so you don't need to enable / disable pieces of code between releases, which we tend to forget to change. Tell me when you have your release ready. I'm actually quite excited to try the new changes :)
« Last Edit: May 19, 2014, 06:41:00 PM by Endorya »
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Endorya

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Re: The Temple of Torment
« Reply #161 on: May 19, 2014, 06:42:26 PM »
Oh by the way. Can you have sound / music in your game?
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Aukustus

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Re: The Temple of Torment
« Reply #162 on: May 19, 2014, 07:51:04 PM »
That same thing came to my mind too. Maybe I'll make the debug mode. I have to finish the main quest which I'm having trouble making it plausible and not too stupid and I have to figure out talents for bard and druid, then there's everything ready for release. Or I'll just make the talents and release it and finish the main quest later since story writing is the hardest part in my game.

I believe there can technically be sounds but I'm not much of a fan of music and sounds in roguelikes.

Endorya

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Re: The Temple of Torment
« Reply #163 on: May 19, 2014, 08:02:12 PM »
I believe there can technically be sounds but I'm not much of a fan of music and sounds in roguelikes.

You wouldn't believe how sounds and ambient sound fx can be important. But I'm talking about real movie quality sound effects and not those cheap roguelike sounds we usually see. I've already scanned for professional sound libraries on the internet; Sound Ideas has some really nice stuff. I'm gonna buy a library from them when I get the money for it. I want my game to feature top notch sound quality.

Anyway, if you agree, release an unfinished version just for me so I can resume tile drawing.
« Last Edit: May 19, 2014, 08:09:01 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #164 on: May 19, 2014, 08:12:25 PM »
I believe there can technically be sounds but I'm not much of a fan of music and sounds in roguelikes.

You wouldn't believe how sounds and ambient sound fx can be important. But I'm talking about real movie quality sound effects and not those cheap roguelike sounds we usually see. I've already scanned huge and professional sound libraries on the internet; sound ideas as some really nice stuff. I'm gonna buy a library from them, when I get the money that is.

Professional stuff probably can sound awesome.
----
I'll probably use the tiles I have at the moment for the next releases depending when the tiles are ready since not all tiles are modified with noise and such. I was thinking about releasing all the updated tiles at the same time.

I made a debug version of my game that you can use for testing levels https://dl.dropboxusercontent.com/u/95372567/dist.rar

And here's some notes:
This version is NOT representable of the next beta
This version does NOT support doing quests.
This version supports mainly combat testing / ready area testing / bug testing and testing everything other than quest related things in the changelog
Bard and Druid are NOT ready. Monk is in playable state.

Here's the cheats:
'e' gives 500 exp
'p' kills the hero
'a' heals 50% of hp and mp
'v' reveals map
'd' kills everybody in the level
'+' next level
'-' previous level
'g' displays coordinates of hero
'z' works as a scroll of recall
« Last Edit: May 19, 2014, 08:29:46 PM by Aukustus »