Author Topic: The Temple of Torment  (Read 233807 times)

Aukustus

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Re: The Temple of Torment
« Reply #240 on: July 20, 2014, 05:57:38 PM »
I might add my design goals for this:
  • Easy to learn basics: difficult parts are combat instead of remembering how everything works
  • Roleplaying: quests with evil/good choices
  • Realistic dialogue: not just yes/no/buy

Aukustus

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Re: The Temple of Torment
« Reply #241 on: July 23, 2014, 08:50:23 AM »

mounta1nman

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Re: The Temple of Torment
« Reply #242 on: July 23, 2014, 10:57:21 AM »
I like the new, added colors.

Samildanach

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Re: The Temple of Torment
« Reply #243 on: July 23, 2014, 11:58:27 AM »
Looks good!

Aukustus

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Re: The Temple of Torment
« Reply #244 on: July 25, 2014, 09:06:30 AM »
I'm pretty happy with the improvements that will be in the next update:
Code: [Select]
Bugs and mistakes
- Marwal's tile is now as it should be
- Spellbook of confusion had accidentally wrong color
- It is no longer possible to return to hell with a scroll of recall after closing the portal
- Cleric main quest reward works now
- Some inconsistensies fixed
- Holy Fire radius is now 2 instead of 3
- Some spells were missing combat messages
- Fixed a bug with auto target on bridge map
- Belt had wrong ascii char
- End boss area had wrong Area text

General
- Gradient fov with objects work in ascii mode
- Death screen displays killer
- Death inventory is improved; no more item names going out of screen
- Ending narration
- Graveyard menu in main menu displays last five hardcore deaths
- Improved door placement

Monsters
- End boss is capable of using spells
- Dragons of hell are capable of using spells
- Dragons of hell have red dragon tiles instead of skeletal

Spells
- Divine resistance offers complete protection against status effects such as confusion and stun instead of immunity to one element
- Area of effect spells have now graphics

Maps
- Doors to empty houses have been locked
- World Map redesigned
- Altar room redesigned
- Crypt redesigned
- Bridge redesigned
- Ancient Temple redesigned
- Great Hall redesigned
- Mining station renamed to Overseer's room

Aukustus

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Re: The Temple of Torment
« Reply #245 on: July 26, 2014, 10:31:37 AM »
I released the beta 11: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta11.rar

Changes
Code: [Select]
Bugs and mistakes
- Marwal's tile is now as it should be
- Spellbook of confusion had accidentally wrong color
- It is no longer possible to return to hell with a scroll of recall after closing the portal
- Cleric main quest reward works now
- Some inconsistensies fixed
- Holy Fire radius is now 2 instead of 3
- Some spells were missing combat messages
- Fixed a bug with auto target on bridge map
- Belt had wrong ascii char
- End boss area had wrong Area text

General
- Gradient fov with objects work in ascii mode
- Death screen displays killer
- Death inventory is improved; no more item names going out of screen
- Ending narration
- Graveyard menu in main menu displays last five hardcore deaths
- Improved door placement

Monsters
- End boss is capable of using spells
- Dragons of hell are capable of using spells
- Dragons of hell have red dragon tiles instead of skeletal
- Boss balances

Spells
- Enemy spell cast has violet message
- Divine resistance offers complete protection against status effects such as confusion and stun instead of immunity to one element
- Area of effect spells have now graphics

Maps
- Doors to empty houses have been locked
- World Map redesigned
- Altar room redesigned
- Crypt redesigned
- Bridge redesigned
- Ancient Temple redesigned
- Great Hall redesigned
- North & South Hall redesigned
- Mining station renamed to Overseer's room

Aukustus

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Re: The Temple of Torment
« Reply #246 on: July 27, 2014, 08:30:04 PM »
Took a screenshot of the spell graphics: https://dl.dropboxusercontent.com/u/95372567/Spells.png

Aukustus

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Re: The Temple of Torment
« Reply #247 on: August 01, 2014, 07:36:19 AM »
On today it's been exactly one year since I wrote first lines of this game. I'm pretty happy about the progress I've made in this year and I hope the development pace continues at this rate.

koiwai

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Re: The Temple of Torment
« Reply #248 on: August 02, 2014, 08:09:07 AM »
Nice work! Have you tried to show tiles scaled up 200%? I did not play the game, but just from looking at the screenshots, small tiles look somewhat noisy visually, because they are very detailed. In x2 zoom, they are more pleasant, in my opinion http://i.imgur.com/3kY5bM0.png . Also, by the way, your graphics is pretty good (is it original?), but it is hard to fully appreciate it when the tiles are small. A similar sentiment was expressed by DCSS artist John Attea regarding Stone Soup: http://johnattea.blogspot.com/2012/08/looking-back-on-dungeon-crawl-stone-soup.html

Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise. (If it is necessary, or course, it all depend on how exactly the game plays, and many other things...)
« Last Edit: August 02, 2014, 08:28:10 AM by koiwai »

Aukustus

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Re: The Temple of Torment
« Reply #249 on: August 02, 2014, 09:52:15 AM »
Thanks! Graphics are from 16x16 angband Adam Bolt plus some made by Endorya from these forums.

 The graphics along the game screen are scaled up if the game is played full screen with wider screen than 1280.

 Making the graphics double size but the text as original could be done but it would mess up the ascii presentation plus it would be quite large rewrite as the screen doesnt scroll which it would have to. Also the graphics file would be redrawn

Endorya

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Re: The Temple of Torment
« Reply #250 on: August 02, 2014, 12:08:56 PM »
Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise...
We both want to keep the graphics style away from cuteness. Going with "cute" graphics does remove most of the noise but we believe it also takes away what the game is trying to represent; then we have 16x16 limitation which forces us to add noise so that the undesirable pattern effect is kept at bay. I hope one day we can move towards 32x32. :D

« Last Edit: August 02, 2014, 08:10:07 PM by Endorya »
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Endorya

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Re: The Temple of Torment
« Reply #251 on: August 03, 2014, 11:17:39 AM »
@Aukustus
I'm here just to say the editor is finally finished.

- Fixed the scrolling.
- Removed the annoying sound when scrolling.
- Filling empty is now working :)
- Added percentage to filling map and filling empty.
- Undo and Redo system fully implemented. YAY!

I'll be online all day today. See you soon.
"You are never alone. Death is always near watching you."

Aukustus

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Re: The Temple of Torment
« Reply #252 on: August 09, 2014, 09:05:26 PM »
I'm making some changes and additions to levels and talents. Makes the gameplay quite much more fun and makes the classes more different from each other.

  • Maximum level from 9 to 18
  • Level Up gains halved
  • Each class will receive one extra Talent
  • Introduction of Passive Talents: 3 for each class, they are various buffs
  • Example of extra Talent: Fighter: Overpower: extra 2 damage for next 6 hits
  • Example of extra Talent: Ranger: Place Trap: trap that deals damage according to level
  • Example of Passive Talent: Fighter: Armor Expertise: Armor Penalty lowered by 5
  • Example of Passive Talent: Paladin: Aura of Regeneration: regeneration rate lowered from 10 to 7


NON

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Re: The Temple of Torment
« Reply #253 on: August 14, 2014, 12:04:00 PM »
Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise...
We both want to keep the graphics style away from cuteness. Going with "cute" graphics does remove most of the noise but we believe it also takes away what the game is trying to represent; then we have 16x16 limitation which forces us to add noise so that the undesirable pattern effect is kept at bay. I hope one day we can move towards 32x32. :D
Oh god this post makes my blood boil.

Are you saying IA looks "cute"? Have you even looked at it? It's very simplistic and crude, almost like ASCII graphics - which is perfect for someone like myself who can't stand cute graphics either.

I guess it could depend on what you put in the term "cute" though. They do have a sort of quaint minimalism.

Now here's some examples of what I consider cute in a bad sense:
* The new ADOM tiles - http://bombliss.com/images/AdomCapture2.png
* Dungeons of Dredmor - https://www.gaslampgames.com/wp-content/uploads/2011/04/dred_shot19.jpg
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Aukustus

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Re: The Temple of Torment
« Reply #254 on: August 14, 2014, 12:42:48 PM »
At least in my opinion IA looks totally awesome and non-cute.

Every time I look at Dungeons of Dredmor I look at those  brows and think "What the hell they were thinking?"