Author Topic: Warp Rogue 0.7.7  (Read 17318 times)

copx

  • Newcomer
  • Posts: 16
  • Karma: +0/-0
    • View Profile
Warp Rogue 0.7.7
« on: June 03, 2007, 01:38:02 AM »
A scripting language was added.
Economy tweaks.
New perk: "Spot weakness".
Using the drug 'Focus' caused a crash. Fixed.

Adral

  • Rogueliker
  • ***
  • Posts: 134
  • Karma: +0/-0
  • The Hammer of Justice
    • View Profile
Re: Warp Rogue 0.7.7
« Reply #1 on: June 03, 2007, 08:27:08 AM »
Excellent job, for the Emperor!

Is there on the to-do list making the dungeon generator more "interesting"? Right now it just looks like a bunch of squares joined by corridors. I think it would be nice to have some things to add to the theme, like computers or furniture of some kind, which would probably do nothing anyway (at least for now ;)) but would help te feel more like a Hive planet.

Also, now that you are unable to sell anything, is there a way to get money? Or is that planned for future versions?

Can you share a bit of the planned future development, please?

As for the rest, excellent. I have always found Warp Rogue to be a very entertaining game. It feels unfinished, but I am sure that will change in the future, as this is only 0.7.7 ;). I love the interface, it is really easy to use, except for the fact I have to press 'I' instead of 'i' to see the inventory. It just kind of strikes me as strange, somehow :P
On the wings of the storm.

Anvilfolk

  • Rogueliker
  • ***
  • Posts: 374
  • Karma: +0/-0
    • View Profile
Re: Warp Rogue 0.7.7
« Reply #2 on: June 03, 2007, 12:01:01 PM »
Awesome! Always looking forward to new versions of WarpRogue!

I won't be able to play it until tomorrow though, as I've got a test. Not to mention exam season throughout June / July. But I'll give it a go ASAP!

What are you using the scripting language for right now?

Also, you've got excellent stats on sourceforge! Congratulations!
"Get it hot! Hit it harder!!!"
 - The tutor warcry

One of They Who Are Too Busy

copx

  • Newcomer
  • Posts: 16
  • Karma: +0/-0
    • View Profile
Re: Warp Rogue 0.7.7
« Reply #3 on: June 04, 2007, 02:57:07 AM »
Excellent job, for the Emperor!

Is there on the to-do list making the dungeon generator more "interesting"? Right now it just looks like a bunch of squares joined by corridors. I think it would be nice to have some things to add to the theme, like computers or furniture of some kind, which would probably do nothing anyway (at least for now ;)) but would help te feel more like a Hive planet.

I do not really like the idea of adding useless stuff to the dungeons. However, more interesting dungeons are planned. More varried dungeons to be exact. 0.8.0 will introduce caves and maybe tunnels. Yet more dungeon types are planned.

Quote
Also, now that you are unable to sell anything, is there a way to get money? Or is that planned for future versions?

In 0.7.7 the only way to get money is to take the money of fallen enemies. Multiple enemies now carry money. I removed selling and rogue trading, because I did not want the kind of "scavenger" gameplay common in most RPGs i.e. looting fallen enemies for stuff to sell. Drag all the crap to the next shop. Repeat. Boring! And not "in theme" at all. Do you ever see heroes in books or movies loot fallen enemies? No, of course not. Unless the enemy had something they themselves want to use. That is how it is supposed to work in Warp Rogue now.
Rogue trading was removed because I want to make sure that the best equipment available has to be "conquered". Buying it is so anti-climatic !

Quote
Can you share a bit of the planned future development, please?

So you like Warp Rogue but you have not discovered the Warp Rogue forums yet? They are linked on the homepage, right next to the downloads..

Read the threads "0.8.0 - The New Plot" and "So much for 0.7" in the general forum (http://sourceforge.net/forum/forum.php?forum_id=393607)

Quote
As for the rest, excellent. I have always found Warp Rogue to be a very entertaining game. It feels unfinished, but I am sure that will change in the future, as this is only 0.7.7 ;).

Let's hope so ;)

Quote
I love the interface, it is really easy to use

Thanks, making it easy to use was my goal. I strongly dislike traditional roguelike interfaces, and think they are more appropriate for a text editor than for a game.

Quote
, except for the fact I have to press 'I' instead of 'i' to see the inventory. It just kind of strikes me as strange, somehow :P

It is actually completely consistent behaviour. All commands which open a new screen have an uppercase letters linked to them (I = Inventory, C = Character screen, ..), while all commands who do not do this have lowercase letters (a = attack, n = run, ...).
Changing the keybinds is trivial BTW (see ./data/engine/config/keys.rdb)









copx

  • Newcomer
  • Posts: 16
  • Karma: +0/-0
    • View Profile
Re: Warp Rogue 0.7.7
« Reply #4 on: June 04, 2007, 03:05:58 AM »
Awesome! Always looking forward to new versions of WarpRogue!

I won't be able to play it until tomorrow though, as I've got a test. Not to mention exam season throughout June / July. But I'll give it a go ASAP!

Unfortunately, 0.7.7 is a rather boring release. If you have already played 0.7.6, there are few reasons to play the new version. The only difference is that it has become harder. Most of the work focused on redoing the engine infrastructure for 0.8.0, that is why there are so few player visible changes

Quote
What are you using the scripting language for right now?

Dialogues, quests, shops, and dungeon generation are already script based.

Quote
Also, you've got excellent stats on sourceforge! Congratulations!

Yes, indeed. Warp Rogue is in the Top 500 at the moment. I cannot say that I am not proud of it. However, the reason is that I invest way too much time into the project. Not caring enough about real life things which are more important...


Adral

  • Rogueliker
  • ***
  • Posts: 134
  • Karma: +0/-0
  • The Hammer of Justice
    • View Profile
Re: Warp Rogue 0.7.7
« Reply #5 on: June 04, 2007, 08:13:35 AM »
I'll reorder your post a bit to answer you, if you don't mind ;)
Quote
Can you share a bit of the planned future development, please?

So you like Warp Rogue but you have not discovered the Warp Rogue forums yet? They are linked on the homepage, right next to the downloads..

Read the threads "0.8.0 - The New Plot" and "So much for 0.7" in the general forum (http://sourceforge.net/forum/forum.php?forum_id=393607)

Now I found them, I really don't know how I missed them :-/ Maybe because I entered just-download-already mode :P

Quote
I love the interface, it is really easy to use

Thanks, making it easy to use was my goal. I strongly dislike traditional roguelike interfaces, and think they are more appropriate for a text editor than for a game.

That was one of the things I enjoyed more from Warp Rogue since the first time I tried it, the fact I did not have to learn 3425 new key combinations.

Quote
Also, now that you are unable to sell anything, is there a way to get money? Or is that planned for future versions?

In 0.7.7 the only way to get money is to take the money of fallen enemies. Multiple enemies now carry money. I removed selling and rogue trading, because I did not want the kind of "scavenger" gameplay common in most RPGs i.e. looting fallen enemies for stuff to sell. Drag all the crap to the next shop. Repeat. Boring! And not "in theme" at all. Do you ever see heroes in books or movies loot fallen enemies? No, of course not. Unless the enemy had something they themselves want to use. That is how it is supposed to work in Warp Rogue now.
Rogue trading was removed because I want to make sure that the best equipment available has to be "conquered". Buying it is so anti-climatic !

I see something positive and something negative in this. I know the player is not supposed to be a scavenger, and I can agree that dragging items to the nearest shop is boring, but if it all depends on "drops" of the fallen enemies, maybe the game is much more inclined to "luck" than it should?

Also, heroes in books or in movies never generally steal anything from corpses, not even if the enemy had something they wanted to use. *Maybe*, if the enemy had something on which the future of the world depends, then they would take it :P

Excellent job, for the Emperor!

Is there on the to-do list making the dungeon generator more "interesting"? Right now it just looks like a bunch of squares joined by corridors. I think it would be nice to have some things to add to the theme, like computers or furniture of some kind, which would probably do nothing anyway (at least for now ;)) but would help te feel more like a Hive planet.

I do not really like the idea of adding useless stuff to the dungeons. However, more interesting dungeons are planned. More varried dungeons to be exact. 0.8.0 will introduce caves and maybe tunnels. Yet more dungeon types are planned.

Hm... But I find the "useless stuff" like decorations and so on to be in theme, and if they are there for theme reasons, they cease to be useless, in my opinion. But well, you are the developer, so... ;)
On the wings of the storm.