Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 154918 times)

Aukustus

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Re: The Temple of Torment (Now at Stable 7.1)
« Reply #90 on: September 20, 2015, 04:20:53 PM »
Stable 7.2 released for the ARRP! A small release but some important fixes and the all-new ASCII mode.

Changes:
Code: [Select]
-----Highlights:-----
* New smaller alternative ASCII mode

-----Full log:-----
Bugs, mistakes and missing things
* Fixed a FOV bug when opening one door of double doors
* Fixed the broken menu in name selection
- Fixed a bug with ASCII water
- Fixed a bug with cursor printing character names behind the UI

General
* New 8x12 sized alternative ASCII mode
* Camera moves with player if keyboard movement is used when mouse is enabled too
* Door opening now costs a turn

Avagart

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Re: The Temple of Torment (Now at Stable 7.1)
« Reply #91 on: September 20, 2015, 05:14:02 PM »
* New smaller alternative ASCII mode
Thank you very much, mr Aukustus :)

And this:
Quote
* Camera moves with player if keyboard movement is used when mouse is enabled too
makes playing with mouse movemente a lot better experience.

I'm very glad seeing changes from version 7.0 to 7.2 :)

I though that new display system could de-balance food/nutrition system (because I have to make more steps (so more turns) to explore city, or in dungeon looking for already discovered stairs), but seems that everything is ok.

When player have possibility to quest-related interaction, yellow '?' is displaying next to '@'. Maybe would be good to add these symbols to quartermasters, while we have supplies for they?
« Last Edit: September 20, 2015, 05:41:20 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.1)
« Reply #92 on: September 20, 2015, 05:45:36 PM »
I though that new display system could de-balance food/nutrition system (because I have to make more steps (so more turns) to explore city, or in dungeon looking for already discovered stairs), but seems that everything is ok.

The food system in entirely tied into the internal game clock. One turn is 6 seconds and one turn spends one food point. Essentially one food ration gives enough fuel for around 6 hours of exploration.

You talked about the food consumption in the wilderness at one point: One turn in the world map is 20 minutes. This would cause 600 food points per turn but there I have balanced it to 200 points per turn (because player could eat berries or whatever behind the scenes). Roads in the world map reduce the food point cost by 25% and horse by 50% points. And Ranger talent could reduce it by further 33%.

I think it should be a fairly balanced and realistic system.

Edit: regarding the quartermasters. I think that's a slight on my part. I'll add them.

getter77

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #93 on: September 20, 2015, 08:47:00 PM »
Congrats on the timely v7.2 for ARRP 2015!  8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Avagart

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Re: The Temple of Torment (Now at Stable 7.1)
« Reply #94 on: September 23, 2015, 11:52:35 AM »
I think it should be a fairly balanced and realistic system.
I think you're right.

I have one more suggestion related to new display system.
Every city is divided into 'districts'. It was very good thing while every district area fits to the screen, you know: one board - one screen. Now, when screen is zoomed and camera follows player, greatest benefit of splitting city area is less, hm, sensible. You thought about merging city areas into one board?

Quote
It's not intended to be a single click movement though if that's what you are trying.
So how the game decides how many tiles player character moves by single click? It looks totally random for me, like random.randint(1, 3) ;) so it's a bit confusing.


edit: Ouh, man, I know that I usually report bugs, write critical observations and etc., but seriously, you are making great game :)
« Last Edit: September 23, 2015, 11:58:33 AM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #95 on: September 23, 2015, 01:14:15 PM »
I've definitely thought about merging some of the areas. It's a huge task though but definitely it would look awesome. Many stuff are hard coded with coordinates so I'd have to fix them all.

The tiles moved by single click depends on how long you've pressed the button. A button click works as actually holding down the button a veryvery short time as the movement code checks if the button is down. It's not logical but it fixed a larger problem which was clicking 78 times to go through a map when movement was tied to click event. And long distance moving with a single click like in Brogue had other undesired outcomes that I was unable to fix at the time, now, I don't think I'll change much of the mouse code.

Feedback like all this helps out a lot :). I as the only developer miss out a lot of stuff and every possible use cases.
« Last Edit: September 23, 2015, 01:19:58 PM by Aukustus »

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #96 on: September 23, 2015, 01:46:44 PM »
---about mouse-movement---

I didn't know :< In that case, controlling character by mouse is easy and comfortable. I expected mouse controls like in Brogue ( ;) ) so I was confused by two-three tiles movement by single click. And it's my fault, because I didn't read help/mouse text.

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #97 on: September 23, 2015, 02:08:57 PM »
I feel like the mouse actually controls the character instead of pointing directions. You can cancel the movement easily or change directions on the fly. Holding left button on monsters will repeatedly melee attack too.

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #98 on: September 25, 2015, 08:08:54 AM »
I'm also taking suggestions for any new content. Class quests are on some priority though they are on hold until I've figured out quests for all the classes. Evil main quest path is coming also at some point.

Now I'm working on adding stuff into the main dungeon, for example a unique pool that generates only once which I've named Pool of Radiance which will do something I'm not sure yet.

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #99 on: September 25, 2015, 12:54:34 PM »
I'm also taking suggestions for any new content. Class quests are on some priority though they are on hold until I've figured out quests for all the classes.

I know a little about class quests, but I try to take a look in future. This sound as interesting (and original/rare for roguelikes, I think) idea. If I understand correctly - you have some class quests already designed, but you are waiting with implementation until all classes will have their own classes?


I played only melee oriented classes so far. I'm playing as ranger now and I have some thoughts. Arrows outwears (I don't know if it's good word... 'outwears' as 'to spent' or 'to consume') very fast. They never can be recovered. Ammo in shops are quite cheap, but carrying 500 arrows is a bit odd. Would be good if some used arrows (% of missed shots?) would remains on floor. Or just give archers special conditions for loot generation (high chances for few arrows per bandit archer / skeleton archer / etc. corpse?).

Hm, autoaim works oddly in Maida's cellar, but I think that is because rat is not hostile at start?

Good to see that you made journal entries much clearer :) Can you make same think for 'quest' menu? For example:
Code: [Select]
quest_type: quest_objective (location_of_employer)

like

Quest: Destroy Elinmyr and return her amulet for Silywyn (Waterfall)
« Last Edit: September 25, 2015, 01:03:39 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #100 on: September 25, 2015, 01:05:19 PM »
If I understand correctly - you have some class quests already designed, but you are waiting with implementation until all classes will have their own classes?

Exactly. Rogue quest will have a stealth quest, druid quest will feature some treants and a corrupted druid and a forest, and I think paladin quest will feature some awesome 1-handed sword. I'll also add one side quest for each party member, I already know what Melisath's will be.

I played only melee oriented classes so far. I'm playing as ranger now and I have some thoughts. Arrows outwears (I don't know if it's good word... 'outwears' as 'to spent' or 'to consume') very fast. They never can be recovered. Ammo in shops are quite cheap, but carrying 500 arrows is a bit odd. Would be good if some used arrows (% of missed shots?) would remains on floor. Or just give archers special conditions for loot generation (high chances for few arrows per bandit archer / skeleton archer / etc. corpse?).

This is something I thought about at some point but forgot it completely, I think arrow recovery was supposed to be a passive talent at some point.

When I get enough ideas for new active talents for each class, I'll swap the talent buttons and the hunger/xp bars around in the UI so I'll have 9 UI slots reserved for talents. Ranger will definitely by then have an arrow recovery talent since I need to add passive talents too in between the active ones.

I'll definitely add ammo to loot generation for ranged monsters.

Edit: Yes, the quest features you killing a completely innocent rat :).

I can make them definitely clearer.

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #101 on: September 25, 2015, 02:09:26 PM »
So, you have class quests for rogue, druid and paladin? Ie other classes are waiting for you ideas and player's suggestions? ;)

I think that after adding ammos to loot generation, their price in shops should be higher or their quantity should be limited; collecting arrows as loot must make sense and player must have a reason to not to buy hundreds/thousands ammos.

You made menu for picking more items from one tile, yay! :D

Very subjectively, but 'Q' letter in titles/headers (you know, 'QUIT GAME', 'QUESTS', 'DIARY') looks unfinished due to 'empty' top layer.

I encountered problem with comapnion's AI. When I'm not in monster's FOV but companion is, he is standing like a fool and this is only what he 'do'. He can be shooted (?) be enemy, but he cannot move (or act, I don't know how it works with melee enemy)

How can I check companion's HP?
« Last Edit: September 25, 2015, 02:10:59 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #102 on: September 25, 2015, 02:20:44 PM »
So, you have class quests for rogue, druid and paladin? Ie other classes are waiting for you ideas and player's suggestions? ;)

Yep :). I think I have one for barbarian too, but I don't know how to add a barbarian village that makes sense in the late medieval world.

I think that after adding ammos to loot generation, their price in shops should be higher or their quantity should be limited; collecting arrows as loot must make sense and player must have a reason to not to buy hundreds/thousands ammos.

Yeah, it has to be balanced then.

I encountered problem with comapnion's AI. When I'm not in monster's FOV but companion is, he is standing like a fool and this is only what he 'do'. He can be shooted (?) be enemy, but he cannot move (or act, I don't know how it works with melee enemy)

There are some issues with the NPC AI but I'll tend to them, mostly the problems are related to the companions FOV. And in some cases pathfinding, I found one problem too with full party in cramped situations.

How can I check companion's HP?

There's no way yet since I forgot to add that :), I'll add the same tags as with monsters that describe the general health status.

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #103 on: September 25, 2015, 02:54:45 PM »
In 7.2 companions are immortal? :D e: They're mortal... ;)

Projectiles seems to penetrate walls.

It's only example, I don't know where was 'h', but it looks like this:
Code: [Select]
base position:
##########
#    @   #
# ########
#h########
#        #
##########
    [shoot]

animation of ammo's flight:
##########
#    @   #
# #|######
#h/#######
#        #
##########

When player steps on stun trap, sometimes message is not displayed. I mean that violet text, seems it is shown only when player try to move. But 'stunned' condition applies not only to moving, but also to shooting. Would be good if message like 'Not while stunned!' was shown.

Companion ascii-tile should vary to player character (maybe a bit darker?). Positioning in dungeon fights would be easier.

Barbarian village ALWAYS make sense :D I'm not joking. Even now subneolithic (pottery + hunter-gathering) tribes exist. So, barbarian village in late medieval isn't very controversial imo. Place this location in most isolated... hm, *place*, make it difficult to reach (maybe in 'black marks' on east? And special condition to discover that village? Dunno, maybe very small island in the sea/ocean, raft is necessary?).

edit: Ouch.
Code: [Select]
Bug: Error drawing Dark One StalkerAll the time there are new lines with this message. Should I sent save file to you? To help bug-hunting?

e2: Hm, I save Arabeth's husband. His symbol '@' gone, but tile still is blocked.
« Last Edit: September 25, 2015, 03:14:02 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #104 on: September 25, 2015, 03:13:22 PM »
They aren't immortal but are without any way to inspect their stats.

The projectiles don't go through the walls. They are drawn to do so in some cases because it draws the line inbetween the end and start points. The problem is that FOV algorithm is calculated differently from the line drawing. They aren't identical. If FOV and lines both used Bresenham it would be correct.

I can change the companion ASCIIs and the status condition messages into something better.

That error message is actually enough. I added those to show bugs with the new rendering engine. It has wrong ascii tile. Essentially I think it has the old 'u' as a string instead of the index int of the larger 'u' in the font file.

Edit: I'll fix the blocked tile.