Author Topic: 1Quest, a retro roguelike (now at 1.4.0) $/free  (Read 35187 times)

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #15 on: July 29, 2014, 06:54:39 AM »
Big news!

The game can now be played for free on Kongregate !
Try it there: http://www.kongregate.com/games/RatzNGodz/1quest

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.007) $/free
« Reply #16 on: August 17, 2014, 08:45:24 AM »
I have (at least) stared to works on balancing issues! The 1.02.007 is released almost everywhere (not on kong, the site refuse my update ! :) )

Change log can be found here: http://ratzngodz.fr/blog//index.php?pages/Patchnotes
Quote
Version 1.02.007
  • Warning: There is no more automated save to prevent save corruption (and freeze while application is minimized). Use save&quit to save. I'll restore auto-save later.
  • Balancing
    • Monsters should be more scattered
    • Artefacts bonus computation redone, more in line with standard loots. Artefacts are now capped as standard loots
    • Small bonus (like helm's enchantment) are now capped at 10 instead of 20
    • Sprite's sphere of protection radius decrease by one
    • Starting armor have increased stats
    • Paladin's crusade is gone, replaced by Strengh of the Martyr
    • 2-handed weapons have better strength bonus to damage
    • Time stop no longer stay after taking stairs/portals
    • Adjusted summons' duration and cost
    • Low level plants have their firing speed reduced
    • Subversion's range increased
    • Charm's range increased
    • Illumination 's range decreased. Illumination now correctly reduce defense of blinded target and try to apply charm only 50% of casts.
    • Holy fire now only add half of the Holy affinity (rounded up)
    • Purification by fire can now be self cast. Fire affinity does not raise damage when self cast.
  • New Features
    • Improve loot menu (tooltip & appearance)
    • Increase action selector size (available with right click/long press on action bar or auto-attack)
    • Performance optimization (part 2)
    • Optimization of GPU usage. Should help stability on Android's device
    • Monsters and summons move animations can now be all played at the same time, to increase play speed
  • Bug fixes
    • Correction on various tooltip
    • Fury no longer prevent monster movement
    • Summons in the chaos tower no longer benefits from monster boost by floors

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #17 on: August 28, 2014, 11:35:30 AM »
Now with real auto explore! :)

Quote
Version 1.02.008
  • New Features
    • Character sheet can now be increased to full screen height for better readability
    • Auto-explore no longer makes you picking up hearts if you are full life
    • Auto-explore makes you going to every loot once
    • Auto-explore now makes you going to the exit stairs or portal once you have explored everything
    • Auto-explore make you rest before exploring
    • Auto-explore stops on damage (like traps)
  • Balancing
    • Heavy armor no longer reduce move speed!
    • Warrior's Armor mastery now increases Armor with additional Strength
    • Hero now regains 2 points of exhaustion per day (1 in tower of chaos)
  • Bug fixes
    • Moving to attack no longer make you move away from the target when you have selected a power with a minimum range greater than one
    • Auto explore now correctly stops when spotting a monster, even if the monster hide from sight on its turn
    • Error log are now more precise
    • Correct artifacts bonus on loot

Paul Jeffries

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 257
  • Karma: +1/-0
    • View Profile
    • Vitruality.com
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #18 on: October 15, 2014, 12:30:16 PM »
I've been playing this a bit and I really like it but I keep running into a weird bug where what is displayed on the screen doesn't seem to quite match the actual map; the enemy and player sprites seem slightly off-grid, walls aren't where they appear to be, pickups are actually in the tile next to where they are drawn and so on; such as in this screenshot where I'm fighting the dreaded Tree Bear:



This seems to happen quite frequently (every other level or so) and it's a bit game-breaking; I've been killed by ranged-attack enemies that could hit me but that the game wouldn't allow me to move next to.

I've also died a couple of times when enemies seem to suddenly get a flurry of five-or-so attacks in a row.  I'm not sure if that's a bug or just some sort of slowing effect; if the latter it should probably be made a bit more obvious that that's what is happening.

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #19 on: October 16, 2014, 12:24:32 PM »
Never heard of such a bug. What is your configuration and OS ?
You may try to switch to CPU rendering in the settings. If it works, try to update your graphic drivers ...

About the flurry of hits, some enemies can stun you, which would lead to such situation. a debuff should appear quickly in the effect list, and you can confirm in the combat log

Paul Jeffries

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 257
  • Karma: +1/-0
    • View Profile
    • Vitruality.com
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #20 on: October 16, 2014, 09:50:22 PM »
It appears to be something to do with display scaling in Firefox; if I zoom out and zoom in again then it fixes it, at least temporarily.  Unfortunately when playing on Kongregate I have to zoom in because everything is so small.  I've switched to the Android version now which doesn't have the same problem, although it does seem to run fairly slowly on my 2nd Gen Nexus 7, which doesn't usually struggle with even quite graphically intensive games.

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #21 on: October 17, 2014, 06:04:43 AM »
For Kongregate you should use the "cinematic mode" (top left of the game)
For the Nexus 7, give a try to the Nexus 10 mode. There is an Air bug, I guess on all big android display, but I failed to find the complete list of impacted device. I have develop the game with the first gen Nexus 7 and it runs smoothly.

Paul Jeffries

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 257
  • Karma: +1/-0
    • View Profile
    • Vitruality.com
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #22 on: October 21, 2014, 10:06:39 PM »
I tried the cinematic mode but it didn't work; I just got a blank white rectangle appearing.  Not sure if that's your bug or Kongregate's!

On the game itself, I have some questions:

- I've noticed that the maximum amount of energy I can recharge slowly decreases over time.  What action actually causes that?  Is it intended as a counterbalance to spamming special abilities?
- The tooltip for the magic stat states that it increases the damage of magical attacks.  Does it have an effect on non-damaging magic as well?  i.e. will it make summons stronger or the healing spell more potent?

Good game, by the way - I'm enjoying it a lot!  The depth in the class system is particularly impressive.

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #23 on: October 22, 2014, 05:51:00 AM »
Some spells, like healing spell, decrease the maximum energy. It's called exhaustion.
You get 2 points back each day (1 in the tower of chaos)
Permanent buff also decrease the maximum energy as long as the buff is active

Magic stats increase hit and damage, so it won't affect summons.

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.2.0) $/free
« Reply #24 on: November 06, 2014, 05:44:28 PM »
1Quest has been grenelit !

It is sooooo great :)

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.3.0) $/free
« Reply #25 on: December 03, 2014, 02:46:03 PM »
And 1Quest is now released on Steam!

http://store.steampowered.com/app/332710/

It is now in the 1.03.000 version (most modification since last version are around modding), and I now support modding officially! Which means you have no doc (in progress ) but you can ask questions!

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4953
  • Karma: +3/-1
    • View Profile
Re: 1Quest, a retro roguelike (now at 1.3.0) $/free
« Reply #26 on: December 03, 2014, 05:57:28 PM »
Congrats again!   8)

To what extent do you have hopes in the budding modding capabilities?   Robust enough to theoretically allow for Total Conversion projects or just thorough remixing of 1Quest itself?  I know some additions and improvements by community folks with Dungeons of Dredmor after they too went the Steam Workshop route ended up being incorporated into future patches/expansions for example for a good time had by all.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.3.0) $/free
« Reply #27 on: December 03, 2014, 06:18:35 PM »
The modding possibility can go really far. I think you can reproduce 80% of DCSS out of the box if you want to (except it won't have the same performances). And the engine can be extended (by me) to raise up to 95+% if I add the right layout generator and some more possibility for targeting. Things like Abyss are to complex for now.

The engine is cut in two. You've got an executable and a lot of xml files (xml files weight more than the engine's code). Modding is on XML files only, so there is no code to do.
You are not bound to use hit points, experience or skills, the engine works at a lower level. Creating monsters, removing monsters, applying action (which can be the use of an item, casting a spell, use a special ability) or effects, modifying values.

For example, in 1Quest, the xml add a value "hitPoints", an event that check when hitPoints are modified, and request the removing of the actor if the hitPoints are negative. And their is a power (divine intervention, a priest ability) that override this behavior so the first time you "die", you are healed instead.
The engine only care about modifying values and removing the actor if requested.
The xml add an event so that when the hero die, the game over screen appears

The aim is to be able to create a totally new roguelike if wanted too. I planned to make my next game (a turn based zelda-like, not a roguelike) on the same engine, with npc, quest and rock to push with the gantlet of strength to access the mountain zone.
« Last Edit: December 03, 2014, 06:21:32 PM by Danakh »

reaver

  • Rogueliker
  • ***
  • Posts: 207
  • Karma: +0/-0
    • View Profile
Re: 1Quest, a retro roguelike (now at 1.3.0) $/free
« Reply #28 on: December 03, 2014, 06:24:15 PM »
This sounds like a neat, powerful system, which is really nice to see in a released product. Question though: when does performance start to drop, in your average laptop? How many creatures can you simulate at once with reasonable intelligence? (aka something more sophisticated than "if see player attack player") How big are your maps? (as map size can be an indicator of how many creatures can be around)

Danakh

  • Newcomer
  • Posts: 34
  • Karma: +0/-0
    • View Profile
    • Ratz 'N' Godz
    • Email
Re: 1Quest, a retro roguelike (now at 1.3.0) $/free
« Reply #29 on: December 03, 2014, 06:40:07 PM »
My biggest map got 500 ground tiles (not including walls) with about 50 monsters, and it is playable on Nexus 7 (first generation, 2012), but not lightning fast. I have no complains about performances on PC, even if in combat with several monsters you feel the drop in fps.

Behaviors are in XML so you can make them as complex as you want :). I got those performances with fairly basic ones. Some monsters heals their friends, some flee from close combat, but most monsters try to find a way to kill the hero.

Depending on the steam answer, I may port the game to full C++ (now that you can compile for android with visual studio new community edition, free of charge). If I do so, it should be a large boost in performance over actionscript
« Last Edit: December 03, 2014, 06:42:25 PM by Danakh »