Author Topic: Demon: A monster collection roguelike 3/31!  (Read 141017 times)

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Re: Demon: A monster collection roguelike
« Reply #105 on: August 31, 2015, 04:20:48 AM »
the application crashes immediately on startup, most likely due to my software being outdated.  Do you know what I should do to enable it to run?
Code: [Select]
Process:         Demon [86646]
Path:            ~/Downloads/Demon_8_30_2015_Mac_Build/Demon.app/Contents/MacOS/Demon
Identifier:      unity.FerretDev.Org.Demon
Version:         ??? (???)
Code Type:       X86 (Native)
Parent Process:  launchd [104]

Per-App Interval Since Last Report:  0 sec
Per-App Crashes Since Last Report:   1

Date/Time:       2015-08-30 21:12:42.505 -0700
OS Version:      Mac OS X 10.5.8 (9L31a)
Report Version:  6
Anonymous UUID:  AC3C80F0-C1A4-4BCE-B225-B36A80587CC8

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread:  0

Dyld Error Message:
  unknown required load command 0x80000022

Ferret

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Re: Demon: A monster collection roguelike
« Reply #106 on: August 31, 2015, 04:45:54 AM »
According to Unity's documentation, you'd need to upgrade to at least 10.7 (Lion) in order for Demon to run: https://unity3d.com/unity/system-requirements

I did some extra digging around hoping for a workaround other than upgrading your OS X version, but I didn't find anything promising. :(

getter77

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Re: Demon: A monster collection roguelike
« Reply #107 on: August 31, 2015, 12:08:19 PM »
Are you shooting for more frequent release pace or a longer chain of bigger ones at roughly the same clip it has been considering the bold new dev situation you've fashioned for Demon of late?
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Ferret

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Re: Demon: A monster collection roguelike
« Reply #108 on: August 31, 2015, 05:00:37 PM »
Releases will probably be at about the same rate, but with more or bigger things in them. :) I can't wait to dive into full time mode. :D

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Re: Demon: A monster collection roguelike
« Reply #109 on: September 07, 2015, 09:43:07 PM »
First on the list for the new and awesome full time development schedule: automapping!



Now if I could just find room in the main UI for a mini map too...

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Re: Demon: A monster collection roguelike
« Reply #110 on: September 08, 2015, 01:55:34 AM »
very nice!

Ferret

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Re: Demon: A monster collection roguelike
« Reply #111 on: September 08, 2015, 03:42:14 AM »
Thanks. :D I really hope I can find room for a mini map on the main UI too, but... it's pretty tight there already. I could do a toggleable one if I end up having to cover important map space, but I worry that will become a UI tax when players are forced to turn it on and off whenever they need to see whatever it's obstructing for a moment.

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Re: Demon: A monster collection roguelike
« Reply #112 on: September 10, 2015, 11:49:57 PM »
9/10 build is released. :) You can grab the newest builds here: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

The main feature of the 9/10 build is automapping: you now get both a small automap in the lower-right corner of the main interface...



...and a zoomed in version you can peek at by pressing Tab or m.



Some other small balance and interface tweaks were also added, but the automapping is the main course here. :) Hopefully this will help out with recruiting demons who require you to hunt down and defeat other demons. :) Good luck!

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Re: Demon: A monster collection roguelike
« Reply #113 on: September 20, 2015, 08:29:14 PM »
The ARRP 2015 build of Demon is out! Go grab it here: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Highlights of the 9/20/2015 Alpha:
  • Changes to several melee mechanics to make them more useful: charge moves now have their own cooldown instead of sharing Breath, "support attacks" that heal or buff allies when you hit enemies can now help the user, and "whisper" moves that slap control effects on melee opponents are now free actions.
  • Extensive review of all melee-oriented demons, summoners, and heroes to make sure they had good ability sets, both in terms of being good opponents, but also in terms of providing good access to abilities for melee characters.
  • Over a dozen new abilities added, many of which are available on relics as starting abilities.
  • Some polish on relics in general: a few new primary and secondary choices have been added, and the stat bonuses granted by these choices have been adjusted a bit as well to better match the needs of the abilities granted.
  • Tooltips for Strength, Vitality, Agility, etc. now give a bit more information about how your current value in these stats is helping you. The tooltips will also show previews of the effects of changes to these stats, such as when allocating bonus points earned when the main character levels up.
  • 'p' is now an alternate key for using portals to accommodate Spanish keyboard layouts. (Portal Search has been moved to Shift + 'p'.)

Enjoy. :D And please make sure to check out the other ARRP games too: http://www.roguebasin.com/index.php?title=2015_ARRP

getter77

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Re: Demon: A monster collection roguelike ARRP 2015 Edition
« Reply #114 on: September 20, 2015, 08:44:24 PM »
Grats on making it to the release festivities!  8)
Brian Emre Jeffears
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Re: Demon: A monster collection roguelike ARRP 2015 Edition
« Reply #115 on: October 03, 2015, 09:30:47 PM »
Hey there. :) I've been busy working on the next build, which is getting pretty close to being ready to release.

Pretty much everything in this build is based on suggestions and feedback from players, with an emphasis on increased customization of the gameplay experience and more information about what's going on.

The major elements of this build are:

* Changing how stairs/portals work in the Tower. The only portals between floors of the Tower are "up" portals: you can no longer go back down to lower floors. Portals to branches close after they are entered: you cannot return to a branch once you leave it. The appearances of some portals have changed to visually reflect this:




* An options menu that allows you to customize various elements of the gameplay and UI.




* When using the Silver or Gold Matrix to give modifiers to a demon, you can now get basic information about the modifiers by mousing over them. You can also right-click them to see a list of the possible bonus abilities.





I should be posting again soon with an announcement of the build release. :) See you then!

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Re: Demon: A monster collection roguelike ARRP 2015 Edition
« Reply #116 on: October 06, 2015, 09:44:18 PM »
10/6 builds are released. :) Go grab 'em here: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

The changes were pretty well outlined in the post above: an options menu that allows some gameplay and interface tweaks, changes to how stairs and side dungeons work, more information in-game about modifiers and what they do, and various other UI tweaks and upgrades. :)

Have fun, and good luck in the Tower. :D

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Re: Demon: A monster collection roguelike ARRP 2015 Edition
« Reply #117 on: October 07, 2015, 09:40:13 AM »
I was very skeptical about Demon, and first few releases comfirmed my worries. However, I decided to check it several versions ago and... Hey, it's very cool game! Idea is interesting (but this was know from the beginning) and implementation is good.

I'm not sure if I like map generation in Demon. Floors are big and design sometimes is a bit odd - is easy to get lost. But since you added minimap it bothers me less. So, it's OK ;)

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Re: Demon: A monster collection roguelike ARRP 2015 Edition
« Reply #118 on: October 07, 2015, 02:18:27 PM »
I agree that it feels like there's a lot of empty space in the dungeon levels. Do you have plans to add more tile types and/or room types? If not, then maybe shrinking down the size of each level might be something to consider.

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Re: Demon: A monster collection roguelike ARRP 2015 Edition
« Reply #119 on: October 07, 2015, 03:34:38 PM »
I was very skeptical about Demon, and first few releases comfirmed my worries. However, I decided to check it several versions ago and... Hey, it's very cool game! Idea is interesting (but this was know from the beginning) and implementation is good.

Hey. :) I'm glad you like it better now. :D But, I'm curious, what were you skeptical about before?

I'm not sure if I like map generation in Demon. Floors are big and design sometimes is a bit odd - is easy to get lost. But since you added minimap it bothers me less. So, it's OK ;)

I agree that it feels like there's a lot of empty space in the dungeon levels. Do you have plans to add more tile types and/or room types? If not, then maybe shrinking down the size of each level might be something to consider.

Yeah, the one downside of adding the mini map is that it has revealed/underlined the fact I haven't spent much time working on dungeon generation yet. :P I wasn't worried about it initially because it's a fairly solved problem in the roguelike space compared to some of the unique, trickier parts of Demon (party mechanics, AI, etc.) I wanted to focus on those unknowns, since they were core to Demon, before I spent time treading well-trodden ground, algorithm-wise.

But, the number of comments about it (both here and other places) is starting to rise noticeably, which I'm taking to mean I've knocked out enough larger problems that I probably need to get serious about it soon. :) I've already commented to doing a capture mechanics pass next, but level generation will very likely be the thing I address immediately following that.