Author Topic: The Temple of Torment  (Read 233363 times)

Endorya

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Re: The Temple of Torment
« Reply #195 on: May 21, 2014, 08:38:49 PM »
Ok. I've done all doors! Strangely enough, the wooden door was the one that gave me more work. It isn't as I would like it to be but I guess it is still better than the original one. I also retouched the wooden wall and made the up stairs better looking.

Door overview:
https://www.dropbox.com/s/uz6o88y1pa1iczc/AllDoors.png

Tileset:
https://www.dropbox.com/s/qjklk12bwr1xe6k/font16x16.png
« Last Edit: May 21, 2014, 08:47:10 PM by Endorya »
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Endorya

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Re: The Temple of Torment
« Reply #196 on: May 21, 2014, 08:48:32 PM »
I agree completely! And I *really* need to find some time to play this!
Maybe over the weekend?

... well, a woman can dream...

Thumbs up!
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Aukustus

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Re: The Temple of Torment
« Reply #197 on: May 21, 2014, 08:51:49 PM »
Once again that stuff is awesome!

I was wondering would it be possible to update the tiles of world map? I would need castle, village, ruins and cottage. Your stuff would fit a lot more than those DawnLike tiles I am using for those. On the top most row in the font file theres tiles for Marwal, Undershire and cottage and on the second to last row there's the castle. Undershire would be replaced with ruins tile.

Endorya

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Re: The Temple of Torment
« Reply #198 on: May 21, 2014, 09:29:38 PM »
Yeah I guess I can do that. I made a castle. What do you think?
https://www.dropbox.com/s/aci5a2v9tzkjngx/Castle.png
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Endorya

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Re: The Temple of Torment
« Reply #199 on: May 21, 2014, 09:38:15 PM »
Going to bed. Catch you tomorrow. I'll try to do some more drawings tomorrow but I can't promise it as I will have a busy day.
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Aukustus

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Re: The Temple of Torment
« Reply #200 on: May 21, 2014, 09:46:43 PM »
That's awesome castle. Take your time with other stuff, no need to hurry or anything with these drawings.

Aukustus

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Re: The Temple of Torment
« Reply #201 on: May 22, 2014, 06:31:36 AM »
I was thinking of extending armor penalty to melee combat too since now it only extends to ranged combat and spellcasting and I think it's quite unfair.

Then it would be basically this scenario: sacrificing 5% hit chance for 5% more chance to not get hit.

Any ideas?
« Last Edit: May 22, 2014, 06:45:57 AM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #202 on: May 22, 2014, 09:23:01 AM »
I really hope you like the Marwal icon because I don't think I can do any better.
https://www.dropbox.com/s/aci5a2v9tzkjngx/Castle.png

I was thinking of extending armor penalty to melee combat too since now it only extends to ranged combat and spellcasting and I think it's quite unfair.

Then it would be basically this scenario: sacrificing 5% hit chance for 5% more chance to not get hit.

Any ideas?

It seems a pretty decent penalty. But honestly, I prefer having armor reducing the amount of damage taken than actually making the opponent "miss".

Just an example having into consideration your game's amount of damage.

Cloth armor: Reduces damage by 0 to 1.
Leather: Reduces damage by 0 to 2.
Studded leather: 1 to 2.
Chainmail: 1 to 3
Half Plate: 2 to 3
Full Plate 2 to 4

You can change the armor protection mechanics to percentage which is also a very nice approach, in fact I prefer percentage combined with the above example.
« Last Edit: May 22, 2014, 09:29:52 AM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #203 on: May 22, 2014, 09:42:06 AM »
That's awesome, much better than the previous tile.

Yeah, I've been thinking about that too. Because my roots are in P&P gaming there's the miss thing. Maybe leather & studded leather removes 0, chain and splint removes 1 and plates removes 2 damage respectively because there's the constitution stat which at full points removes 3 damage too.

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Re: The Temple of Torment
« Reply #204 on: May 22, 2014, 09:48:44 AM »
That's awesome, much better than the previous tile.
That's a relief! :D

Quote from: Aukustus
Yeah, I've been thinking about that too. Because my roots are in P&P gaming there's the miss thing. Maybe leather & studded leather removes 0, chain and splint removes 1 and plates removes 2 damage respectively because there's the constitution stat which at full points removes 3 damage too.
But are you keeping the "miss" bonus for each armor type?
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Aukustus

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Re: The Temple of Torment
« Reply #205 on: May 22, 2014, 09:54:14 AM »
That's awesome, much better than the previous tile.
That's a relief! :D

Quote from: Aukustus
Yeah, I've been thinking about that too. Because my roots are in P&P gaming there's the miss thing. Maybe leather & studded leather removes 0, chain and splint removes 1 and plates removes 2 damage respectively because there's the constitution stat which at full points removes 3 damage too.
But are you keeping the "miss" bonus for each armor type?

Yeah. The armor class thing is so recognizable armor mechanic although unrealistic. I wish to keep a lot of the mechanics recognizable. The miss could also be interpreted as hitting but just scratching and not doing any damage, "missing to do any real damage". But that's the reason there's miss bonus.

Endorya

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Re: The Temple of Torment
« Reply #206 on: May 22, 2014, 09:57:39 AM »
That's another thing you could improve, description messages. But I guess you can leave that for last.
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Aukustus

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Re: The Temple of Torment
« Reply #207 on: May 22, 2014, 10:00:22 AM »
That's another thing you could improve, description messages. But I guess you can leave that for last.

Yeah. I'll revise them at some point, or just remove them, depends on if I figure out something better.

I'm also thinking about adding a new page after selecting character class that describes the class.

Endorya

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Re: The Temple of Torment
« Reply #208 on: May 22, 2014, 10:55:07 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!
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Aukustus

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Re: The Temple of Torment
« Reply #209 on: May 22, 2014, 11:05:42 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.