Author Topic: Shops  (Read 47182 times)

Endorya

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Re: Shops
« Reply #30 on: April 21, 2014, 08:12:08 PM »
Out of curiosity, how many items (weapons & armor) will your game have?
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Aukustus

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Re: Shops
« Reply #31 on: April 21, 2014, 08:44:35 PM »
Out of curiosity, how many items (weapons & armor) will your game have?

There are at the moment around 15 base weapons and around 20 base armors. Magical items / artifacts are all based on those. I will add some base weapons and armors at some point, I just have to check my tile file for what unused armor/weapon tiles there are and see if they fit my game.

Edit: Probably the amount won't grow more than 5 for both.
« Last Edit: April 21, 2014, 08:53:19 PM by Aukustus »

Endorya

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Re: Shops
« Reply #32 on: April 22, 2014, 07:03:46 AM »
Ok. And with all weapon and armor variants, how many items you think your game is able to produce?
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Aukustus

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Re: Shops
« Reply #33 on: April 22, 2014, 10:45:15 AM »
Ok. And with all weapon and armor variants, how many items you think your game is able to produce?

I'll probably make a couple of magical items from each base item. Probably overall amount will be around 150 I guess since I hand craft every item.

Endorya

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Re: Shops
« Reply #34 on: April 22, 2014, 06:57:30 PM »
Ok. And with all weapon and armor variants, how many items you think your game is able to produce?

I'll probably make a couple of magical items from each base item. Probably overall amount will be around 150 I guess since I hand craft every item.

Ok then. Just make sure the player is rewarded with new stuff every now and then. I guess you have 150 items to play with throughout the whole adventure, unless there are item class restrictions making your item database potentially quite smaller.
« Last Edit: April 22, 2014, 07:03:41 PM by Endorya »
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Aukustus

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Re: Shops
« Reply #35 on: April 22, 2014, 07:05:24 PM »
Ok. And with all weapon and armor variants, how many items you think your game is able to produce?

I'll probably make a couple of magical items from each base item. Probably overall amount will be around 150 I guess since I hand craft every item.

Ok then. Just make sure the player is rewarded with new stuff every now and then. I guess you have 150 items to play with throughout the whole adventure, unless there are item class restrictions making your item database potentially quite smaller.

Yeah, theres D&D-like class restrictions at the moment but I'm having some second thoughts about it but I'm not sure if I change them. Anyway I'll make sure there's something for every class.

Endorya

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Re: Shops
« Reply #36 on: April 23, 2014, 07:53:42 AM »
Yeah, theres D&D-like class restrictions at the moment but I'm having some second thoughts about it but I'm not sure if I change them. Anyway I'll make sure there's something for every class.

In the game I'm developing, which has classes, characters are still free to train whatever players feel like. So even if you create a mage class you can still train it towards melee, ranged combat and many other skills. Items present in the game have restrictions but they are all connected to the characters' physical and mental attributes and not bound to their starting professions. This doesn't mean that my method is better than D&D class restrictions, it just means that I prefer it this way because it makes more sense to me; not only it feels far more realistic but also way more flexible and fun to play with as it promotes experimentation and customization. I also believe that D&D class restrictions tend to increase balancing's difficulty level between classes, something to consider if such issue presents itself as relevant of course.
« Last Edit: April 23, 2014, 08:17:58 AM by Endorya »
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Aukustus

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Re: Shops
« Reply #37 on: April 23, 2014, 09:23:59 AM »
Yeah, theres D&D-like class restrictions at the moment but I'm having some second thoughts about it but I'm not sure if I change them. Anyway I'll make sure there's something for every class.

In the game I'm developing, which has classes, characters are still free to train whatever players feel like. So even if you create a mage class you can still train it towards melee, ranged combat and many other skills. Items present in the game have restrictions but they are all connected to the characters' physical and mental attributes and not bound to their starting professions. This doesn't mean that my method is better than D&D class restrictions, it just means that I prefer it this way because it makes more sense to me; not only it feels far more realistic but also way more flexible and fun to play with as it promotes experimentation and customization. I also believe that D&D class restrictions tend to increase balancing's difficulty level between classes, something to consider if such issue presents itself as relevant of course.

My second thoughts relate to stat requirements to items. For example 0 str for dagger, 3 str for shortsword, 6 str for longsword and 9 str for great sword. I agree that like you said class restrictions like mages unable to use battle axes is nonsense. I was thinking that putting points into strength is away from points in intelligence which would affect what spellbooks can be used. Basically this would allow battlemage that can cast fewer spells but be better in melee than mage.

Endorya

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Re: Shops
« Reply #38 on: April 23, 2014, 11:31:34 AM »
d thoughts relate to stat requirements to items. For example 0 str for dagger, 3 str for shortsword, 6 str for longsword and 9 str for great sword. I agree that like you said class restrictions like mages unable to use battle axes is nonsense. I was thinking that putting points into strength is away from points in intelligence which would affect what spellbooks can be used. Basically this would allow battlemage that can cast fewer spells but be better in melee than mage.

Yep, in other words, you can turn your mage into a battle mage. That you describe is exactly the path I would follow. Do you anticipate a release date for a playable version of your game?
« Last Edit: April 23, 2014, 11:36:47 AM by Endorya »
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Aukustus

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Re: Shops
« Reply #39 on: April 23, 2014, 01:07:15 PM »
d thoughts relate to stat requirements to items. For example 0 str for dagger, 3 str for shortsword, 6 str for longsword and 9 str for great sword. I agree that like you said class restrictions like mages unable to use battle axes is nonsense. I was thinking that putting points into strength is away from points in intelligence which would affect what spellbooks can be used. Basically this would allow battlemage that can cast fewer spells but be better in melee than mage.

Yep, in other words, you can turn your mage into a battle mage. That you describe is exactly the path I would follow. Do you anticipate a release date for a playable version of your game?

My game's been pretty much playable for the last few months. My signature has links. Shop discussed here will be on the next version.

Vanguard

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Re: Shops
« Reply #40 on: April 23, 2014, 06:48:14 PM »
My game's been pretty much playable for the last few months. My signature has links. Shop discussed here will be on the next version.

I just downloaded this, and there's no reason not to drag everything I find back to the shop.  It's almost necessary since my guy gets hungry every ten seconds.

Aukustus

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Re: Shops
« Reply #41 on: April 23, 2014, 08:32:19 PM »
My game's been pretty much playable for the last few months. My signature has links. Shop discussed here will be on the next version.

I just downloaded this, and there's no reason not to drag everything I find back to the shop.  It's almost necessary since my guy gets hungry every ten seconds.

I've made the food a little more nutritious in the next version. There's lot of things to balance still.

Endorya

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Re: Shops
« Reply #42 on: April 24, 2014, 11:23:06 AM »
My game's been pretty much playable for the last few months. My signature has links. Shop discussed here will be on the next version.

Ok then, I'll test it this weekend and I will post my feedback in this very thread.
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Endorya

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Re: Shops
« Reply #43 on: April 28, 2014, 08:46:54 AM »
I didn't play it for too long but it was enough to get the idea behind it. The game's execution seems to be good and not many roguelike's have a decent story line where characters actually feel like characters and not bots. This only happens though because your game seems to be heavily scripted and scripted games can only function well with a progress saving feature - smart move there. I only descended about a couple of levels into the temple during my x4 tries and I really have to agree with vanguard about the hungry problem, your character is indeed always avid for food. Hunger should be something moderately easy to deal with - as long the player pays its due attention - and not a persistent timer spawning more fear then foes themselves.

I played it as a sorcerer during all my attempts and its game play was something like: killing about 2-3 foes before fleeing to recover my mana, most of the time escaping the temple's first level and lingering about in the wilderness to quickly recover it. No matter how often I tried to change this game play behavior, I would always end up doing the same thing. This felt repetitive and annoying. If there were some skills I could train I could try different approaches to face the temple which unfortunately is not applicable; my characters’ deaths were also pretty much the same, being surrounded by foes while out of mana. Anyway, I will try again with different classes to see how it turns out.

I know you are somehow limited to the libtcod but the text in your game is really eye stressing due to its monospaced and squary looking and then you have the typical crude, keyboard-only interface. I’m just saying and I understand this might be something complicated to implement outside of this libtcod or at least not that straightforward to deal with, but I really need to point this out as interfaces play a major role, comfort wise. I think that roguelikes’ crude interfaces are actually the major problem to why it’s difficult to people get into them in first place as it consists in memorizing keys and using keys to do anything else in the game.

Anyway, don’t feel demoralized from my feedback. Take all that I said with a grain of salt if you must as I’m not a roguelike hardcore fan, but I can say I understand what game play is all about and I’m very demanding as far it is concerned. If you are still interested in hearing my feedback about other character classes in your game, well drop a line.
« Last Edit: April 28, 2014, 08:51:48 AM by Endorya »
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Aukustus

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Re: Shops
« Reply #44 on: April 28, 2014, 09:16:57 AM »
The game's execution seems to be good and not many roguelike's have a decent story line where characters actually feel like characters and not bots. This only happens though because your game seems to be heavily scripted and scripted games can only function well with a progress saving feature - smart move there. I only descended about a couple of levels into the temple during my x4 tries and I really have to agree with vanguard about the hungry problem, your character is indeed always avid for food. Hunger should be something moderately easy to deal with - as long the player pays its due attention - and not a persistent timer spawning more fear then foes themselves.
Yeah. The hunger is somewhat dealt with the next version, I increased the value it feeds. I really like to have a storyline, like ADOM. Kind of gives a reason for the hero to do the quest other than just mindless descent to random dungeon.

I played it as a sorcerer during all my attempts and its game play was something like: killing about 2-3 foes before fleeing to recover my mana, most of the time escaping the temple's first level and lingering about in the wilderness to quickly recover it.
There's the 'r'est key that can be used for recovering health and mana between battles.

I know you are somehow limited to the libtcod but the text in your game is really eye stressing due to its monospaced and squary looking...
I can add support for monospaced but not square font, like 12x8 or something but then the whole game is no longer square tiles. My next version also supports 12x12 font instead of 16x16. The libtcod kind of limits my options having a different font for printing tiles and printing text, I'm also not good enough programmer to implement those even if libtcod supported it.

Anyway, don’t feel demoralized from my feedback. Take all that I said with a grain of salt if you must as I’m not a roguelike hardcore fan, but I can say I understand what game play is all about and I’m very demanding as far it is concerned. If you are still interested in hearing my feedback about other character classes in your game, well drop a line.
I am not a hardcore roguelike fan too, that's why I'm creating a somewhat mixture of roguelike and a traditional rpg game. That's why there's a lot of scripting and such. I really like having feedback, it helps to develop in the right direction.

Probably the development thread over at Early dev would be the best topic for these.