Author Topic: The Temple of Torment  (Read 236391 times)

Aukustus

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Re: The Temple of Torment
« Reply #225 on: June 23, 2014, 05:47:24 PM »
Oops. I'll definitelly fix that  :).

Aukustus

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Re: The Temple of Torment
« Reply #226 on: July 02, 2014, 07:08:55 AM »
The next beta is here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta9.rar

With the following changes:
Code: [Select]
Bugs and mistakes
- Being killed by missile or spell made the player to press random key before opening death screen
- A glitch related to poison and death allowed player to use talent/pickup item/talk/spell/missile once after dying
- Player's ascii character is no longer '@' after dying
- Ascii symbols for stairs up / down / stone of recall did not work properly
- Divine Shield no longer prevents poison damage

Heroes
- Hero name can now be random or inputted

Monsters
- Hell boss is named
- New boss: king of faywyn
- New monster: Possessed royal guard
- New monster: Possessed royal arbalest
- Monster balances

Quests
- Main quest is longer and can be completed

Maps
- New area: Castle Undershire
- New area: Cottage

General
- Faster reload with space button when dying instead of going through menus
- Dying on hardcore reveals map
- New death screen
- New main menu graphics

Items
- Wardstones required to enter the hell are now removed when entering the first time

Aukustus

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Re: The Temple of Torment
« Reply #227 on: July 03, 2014, 11:59:07 AM »
I uploaded a new beta, 9.1. It's a bug fix. https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta91.rar

Changes:

Bugs and mistakes
- Divine Shield no longer prevents starvation damage
- Prevented access to castle without being at proper part of the main quest
- Fixed couple of messages regarding standing at area transitions
- Most likely fixed a bug related to selling items

General
- Messages when standing on area transitions or objects are colored

Aukustus

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Re: The Temple of Torment
« Reply #228 on: July 06, 2014, 02:05:27 PM »
I've been improving the shop and inventory menus a bit. I should've definitely done this earlier:

  • It's possible to use return when in inventory; switch between items / equipment menus instead of closing inventory and choosing again either items or equipment and wasting a turn in combat
  • It's possible to use return when selling items; switch between items / equipment menus instead of closing shop and choosing again either items or equipment
  • Buying or selling an item returns to the main menu of the shop instead of closing the shop and returning to the game

Samildanach

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Re: The Temple of Torment
« Reply #229 on: July 06, 2014, 08:08:10 PM »
Nice improvements!

I haven't got very far in the game yet but I'm enjoying it.

Aukustus

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Re: The Temple of Torment
« Reply #230 on: July 08, 2014, 10:51:43 PM »
I'm actually surprised how much I've got positive feedback since this is the first time ever I'm programming anything like this. Also noticed someone on reddit mentioning my game. I like that  :)

Endorya

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Re: The Temple of Torment
« Reply #231 on: July 10, 2014, 09:55:39 AM »
Hey Aukustus, I just want to say that I'm currently lacking the needed time to resume my work for you regarding the editor and the requested tiles; I'm also having trouble using Skype at my work.

About the stone of recall, how do you envision it?
Is it a large stone or something you would use in a necklace?
Do you want it to have a certain shape or you want me to simply use my imagination?
I was thinking of having the stone emanating a some kind of glow, what do you think?
How many Stones of Recall there will be? I can make each one unique if there aren't that many.
"You are never alone. Death is always near watching you."

Aukustus

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Re: The Temple of Torment
« Reply #232 on: July 10, 2014, 11:20:17 AM »
Hey Aukustus, I just want to say that I'm currently lacking the needed time to resume my work for you regarding the editor and the requested tiles; I'm also having trouble using Skype at my work.

About the stone of recall, how do you envision it?
Is it a large stone or something you would use in a necklace?
Do you want it to have a certain shape or you want me to simply use my imagination?
I was thinking of having the stone emanating a some kind of glow, what do you think?
How many Stones of Recall there will be? I can make each one unique if there aren't that many.

Hello

1. Something like Diablo's waypoints, maybe with a rock standing on Diablo type waypoint
2. Large stone, sort of monolith type
3. As above
4. Sounds good, some minor glow.
5. There are five but I think that single tile for all is better because it's more recognizable.

Endorya

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Re: The Temple of Torment
« Reply #233 on: July 10, 2014, 02:48:05 PM »
Ah! For some reason I always thought of recall stones in your game as something you could have in your inventory (don't ask); so we are talking about re-spawning points. Ok, I think now I know exactly how to draw it.
"You are never alone. Death is always near watching you."

Aukustus

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Re: The Temple of Torment
« Reply #234 on: July 10, 2014, 05:48:52 PM »
Yeah. It's the thing at boss areas and inside the temple at Undershire.

Aukustus

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Re: The Temple of Torment
« Reply #235 on: July 14, 2014, 12:53:18 PM »
I released the tenth beta: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta10.rar

Changes
Code: [Select]
Bugs and mistakes
- Monk started with the location of mines in the map
- Monster resistance has been fixed with new Spell Resistance stat; previously used system made accidentally some monsters have over 250% resist
- Buying unusable items displayed unusable in the message
- Removed debug message when bandit archer dies
- Fixed a small bug regarding enemies at explored cell but not in fov
- Royal archers are now royal arbalists and shoot bolts
- Fixed scroll of recall in the lower parts of the dungeons
- Fixed cottage crash

General
- Improved shop menu; selling item menus now work in both ways
- Selling and buying items will now return to the dialogue instead of game
- Talent menus work in both ways
- New stat: Spell Resistance; ability to resist status effects of spells
- Class descriptions when starting a new game
- Some new menu graphics
- Stone of Recall has a new tile now

Maps
- Hell is 4 floors shorter

Players
- Alignment is shown in the character screen
- Players resistances are calculated with Spell Resistance stat instead of player level
- Paladin's Smite changed from general double damage with charisma bonus to double damage to demon with charisma bonus
- Input name accepts only A-z, 0-9 and ' and -

Monsters
- Monsters resistances are calculated with Spell Resistance stat instead of dungeon level / 3

Items
- New unique items at smith
- Quiver of arrows renamed to quiver
- Quiver tile contains both bolts and arrows to reflect the single quiver used for both bows and crossbows
- Crossbows shoot with bolt graphic

Aukustus

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Re: The Temple of Torment
« Reply #236 on: July 15, 2014, 08:56:25 AM »
A fast update here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta101.rar

It's amazing how easy it is to forget change some critical stuff when editing earlier code.

Changes:
Code: [Select]
Bugs and mistakes
- Fixed a crash when dark one overseer drops a magical leather armor
- Smite actually works on demons

Endorya

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Re: The Temple of Torment
« Reply #237 on: July 15, 2014, 09:25:19 AM »
Hey I was just testing the game, I guess you also noticed Marwal's dark tile :).
Anyway the game is looking REALLY nice! I very proud of being part of it!
« Last Edit: July 15, 2014, 09:28:17 AM by Endorya »
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Samildanach

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Re: The Temple of Torment
« Reply #238 on: July 20, 2014, 04:26:01 PM »
I want to mention that I enjoy the smooth use of projectiles/spells in this game. F to aim and space to confirm is so easy to use compared to the convoluted shooting mechanisms in some roguelikes.

Aukustus

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Re: The Temple of Torment
« Reply #239 on: July 20, 2014, 05:45:36 PM »
I want to mention that I enjoy the smooth use of projectiles/spells in this game. F to aim and space to confirm is so easy to use compared to the convoluted shooting mechanisms in some roguelikes.

Yep. I wanted to make it extremely fast to use in combat. Players can hold movement keys down and melee attack extremely fast, so why not do the same for ranged combat? Pressing f or s plus space rapidly works in my opinion.

 I dislike the use of tens of keys, such as nethack has like all keys on keyboard plus the same with shift or control combination and so on.