Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 157998 times)

Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #45 on: May 21, 2015, 03:27:13 PM »
The Temple of Torment is now 99% playable with only a mouse. Finishing stuff for a release in the following days.

New GUI:

Aukustus

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Re: The Temple of Torment (Now at Stable 4.0)
« Reply #46 on: May 23, 2015, 12:05:13 AM »
Stable 5.0 Released!

Not much new content, but more importantly a full mouse support: apart from couple of confirmation dialogues it's 100% playable with only a mouse. And Samildanach's suggestions of a help key and ability to buy multiple items.

Changes
Code: [Select]
-----Highlights:-----
- Full mouse support (targeting, menus, movement, etc)
- Ability to buy multiple items
- Every in-game menu is now usable with up/down arrows and numpad 8/2 keys and enter
- 4 new monsters
- General polishing

-----Full log:-----
Bugs and Mistakes and other wrong stuff
* Fixed crash when selecting good dialogue option with the farmer in Laketown
* Fixed some issues with wolfs
* Fixed crash with Bard's Song of Bravery
* Every spell and talent is fixed to have spell failure checks and mana costs at the same point
- Some random issues which I cannot remember fixed

General
* Mouse support: hold left click to move, right click to do action, wheel up/down and left click to use menus
* All menus are navigated with up and down arrows or 8 and 2 on keypad instead of a-z and so on
* Unusable items are now listed with red color instead of having prefix (Unusable)
* Some stackable items have now option to "buy three" and "buy five" instead of just buying one
* Help is also accessed through '?' key
* Overencumberment no longer limits completely movement; 10% excess weight has 10% chance of prevent moving, 20% excess weight has 20% chance and so on
* Removed support for smaller fonts
- Using the journal no longer spends a turn

Players, talents, spells, such
* Health Potion is green if player is poisoned
* Health Potion is brown if player is diseased
* Every spell contains a flavor text
* Every spell, missile weapon and talent fixed to have casting failure / invisibility removal / stealth removal at the same points
* Casting Failure no longer costs mana

Monsters
* New monster: Familiar; flying monster capable of casting Lightning Bolt
* New monster: Maggots; twice per turn attacking monster
* New monster: Slug; a slow moving gastropod
* New monster: Medusa; twice per turn attacking monster that can stun player
« Last Edit: May 23, 2015, 12:06:53 AM by Aukustus »

getter77

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Re: The Temple of Torment (Now at Stable 5.0)
« Reply #47 on: May 23, 2015, 12:03:05 PM »
Good deal, having these sorts of U/I improvements and whatnot squared away sooner than later should definitely help to clear the path for all the content yet to come.
Brian Emre Jeffears
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Aukustus

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Re: The Temple of Torment (Now at Stable 5.0)
« Reply #48 on: May 23, 2015, 01:04:24 PM »
Sound effects are something I'm interested in too. I could compose music myself as I've been making music in a one man band for a long time, but effects such as sword clashes etc are really hard to find without having to pay for them. If the game had any commercial viability it wouldn't be hard decision to buy sound packs.
« Last Edit: May 23, 2015, 01:06:01 PM by Aukustus »

getter77

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Re: The Temple of Torment (Now at Stable 5.0)
« Reply #49 on: May 24, 2015, 11:58:03 AM »
Odds are there'll be some solid sound packs you'll be able to find for free online eventually given the general growing momentum for such things---I'd definitely say an original musical score is something worthwhile to shoot for in the interim to that part getting sorted!
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Aukustus

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Re: The Temple of Torment (Now at Stable 5.0)
« Reply #50 on: July 24, 2015, 02:56:38 PM »
After two months of slow development because of becoming employed, the 6.0 is finally here. http://www.thetempleoftorment.net/downloads/

Changes:
Code: [Select]
-----Highlights:-----
- New Village (Large City)
- 6 new side quests
- Horse
- Gore

-----Full log:-----
Bugs and mistakes
* Fixed a problem in character generation where player would end up with paladin class in wrong situations
* Fixed the crash in the Ankheg Nest
* Fixed being able to use every talent regardless of player level
* Fixed entering into the elemental towers without talking to Lemouchi
* Fixed pathfinding problems with vaults and some other situations
- Fixed some lines that were still colored even with colored messages off
- Fixed multiple small issues

General
* World Map updated: most of the action happens in the western part of Faywyn for lore reasons, eastern part contains the ruins and the Temple
* Increased the scale of the world map a little, each tile is 20 minutes instead of 15 minutes
* Added gore: blood stains from taking damage
* Ability to own a horse; this lowers the food and time consumption in the world map by 50%
- Improved patches of forests

Players, talents, spells, such
* Paladins, Monks and Clerics cannot be Faithless any more
* Walking on roads on the World Map has a 25% lower food consumption rate than elsewhere
* Long Trek becomes 33% instead of 25%
* Starvation is much slower but still an inevitable death

Quests
* Main quest relocated into Westerfall, the new City
* The quests Undead Archcleric, Borantir's Journal, Arabeth's Husband and Ulf'thad's Mushrooms relocated into Westerfall, the new City
* New side quest: Acquire 3 demon body parts
* New side quest: Deliver the supplies
* New side quest: Kill the creature preying on the horses
* New side quest: Meet a bounty hunter who's after player's head
* New side quest: Retrieve a sword from a fortress
* New side quest: Retrieve a poem from a monastery

Areas
* New village: The City of Westerfall
* New area: The Royal Stables
* New area: Fort Rosehold
* New area: Soulsearch Monastery

Items
* Added many unique items to boss monsters that previously did not drop anything
- Removed Arcane Book of Wall of Fire from shops, because it's a Mage quest reward

Monsters
- New monster: Corrupted Paladin
- New monster: Cultist Martyr
- New monster: Undead Monk
- New monster: Revenant

getter77

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #51 on: July 24, 2015, 08:58:26 PM »
Congrats---looks like yet another that adds to or improves on pretty much all fronts.   8)
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Aukustus

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #52 on: July 25, 2015, 02:16:06 AM »
I guess I could share a image of the new gore mechanics: a new monster, Cultist Martyr, that suicide bombs the player leaving blood everywhere:

Aukustus

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #53 on: August 08, 2015, 07:53:50 PM »
I updated the monster AI to use A*, to open doors and to be not tied into player's fov. Now they can truly surprise the player by going alternative routes through other rooms to get behind the player.

Aukustus

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #54 on: August 31, 2015, 07:36:34 PM »
Another huge change:



I rewrote the whole rendering engine, it uses scrolling maps, 2x sized tiles and edge scrolling with mouse.

That picture is somewhat older and had accidentally reversed bottle colors.

Avagart

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #55 on: August 31, 2015, 10:24:46 PM »
Looks good, despite fact I very liked old system. It was original and conveniant. Btw, you site is down now?

Aukustus

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #56 on: September 01, 2015, 05:48:04 AM »
Looks good, despite fact I very liked old system. It was original and conveniant. Btw, you site is down now?

The old system did indeed work. It bothered me a long time though. Given that resolutions improve all the time it would have become too small at some point for letter-sized tiles. I just finally managed to get it right code-wise.

The hosting is just really unreliable. It should work always later.

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #57 on: September 06, 2015, 12:18:43 AM »
I don't know which bugs are fixed now - more than a month after releasing version 6, but I want to write some feelings and noticed bugs.

Game is generally well-balanced - I remember that a few versions earlier this was a big problem, there was hard to survive first levels. Now it's a lot better. Unfortunely, the main problem at beginning is food, not enemies. The best choice in early game is buying horse. Otherwise player can have problem with travelling in wilderness. I would suggest one of severals possibilities: less price of food rations; more food rations in starting equipment; more... nutritions? rations; or, simply, a bit less consumption energy on world map (maybe 25% less?).
I think that enemies - maybe only in special locations (like Old Mines, Farm) - doesn't act (move, or so) unless not see the player first time.
Maybe I am in mistake, but I think that when I first time come to Altar Room, the 'left arrow' was thin. Thinner than other symbols.

There is one thing to fix in level-up screen. Order of descriptions (INT after WIS) isn't same as order of options (WIS after INT). This is annoying. I was reading skill's descriptions and wanted to raise my wisnes. Description of WIS was fourth in order, so I pressed 'd' key. INT increased.

One more thing about in-game texts. The journal is... a bit unhelpful. Maybe this is intentional, dont't know, but the number of cities, NPCs and quest in your game is large. When I see in journal that, for example... 'I met strange woman, she want to obtain black rose'. When I have 12 quests and 5 pages in journal... It's hard to remember where was this woman. And what is her name. You know, will be good if journal have more specific info.
"quest symbols" (I mean yellow '!' and '?') need... upgrades? IF journal is rather vague should be nice to make additional symbols (maybe violet/blue '?' ?) to NPC which quest are done, but not, hm, 'returned' - I hope I write understandable...

edit: Why you removed possibility to change font size? :(

e2: I play as monk. At character level 9, except gaining passive talent 'unarmed proficiency I', I have to choose weapon proficiency. Looks a bit weird for monk, and this is not mentioned in choosing class menu.

e3: If I want to use magic, I must have book equipped? And I can have only one book prepared? A bit strange, if there is not a lot space in eq.
« Last Edit: September 06, 2015, 11:39:56 AM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #58 on: September 06, 2015, 01:40:57 PM »
Cool, finally some good feedback!

Unfortunely, the main problem at beginning is food, not enemies. The best choice in early game is buying horse. Otherwise player can have problem with travelling in wilderness. I would suggest one of severals possibilities: less price of food rations; more food rations in starting equipment; more... nutritions? rations; or, simply, a bit less consumption energy on world map (maybe 25% less?).

Can do. Probably decreasing the food price is the best option.

I think that enemies - maybe only in special locations (like Old Mines, Farm) - doesn't act (move, or so) unless not see the player first time.
Maybe I am in mistake, but I think that when I first time come to Altar Room, the 'left arrow' was thin. Thinner than other symbols.

Both times you are mistaken. At least should be :). The enemy AI is the same in those locations than in the other locations.
There's no reason that the left arrow should be different.

There is one thing to fix in level-up screen. Order of descriptions (INT after WIS) isn't same as order of options (WIS after INT). This is annoying. I was reading skill's descriptions and wanted to raise my wisnes. Description of WIS was fourth in order, so I pressed 'd' key. INT increased.

Whoops. That's a mistake clearly, thanks for finding that.

One more thing about in-game texts. The journal is... a bit unhelpful. Maybe this is intentional, dont't know, but the number of cities, NPCs and quest in your game is large. When I see in journal that, for example... 'I met strange woman, she want to obtain black rose'. When I have 12 quests and 5 pages in journal... It's hard to remember where was this woman. And what is her name. You know, will be good if journal have more specific info.
"quest symbols" (I mean yellow '!' and '?') need... upgrades? IF journal is rather vague should be nice to make additional symbols (maybe violet/blue '?' ?) to NPC which quest are done, but not, hm, 'returned' - I hope I write understandable...

Yeah, it's a bit unreliable journal, I can make the entries a lot clearer.

edit: Why you removed possibility to change font size? :(

It was a bit tedious to maintain multiple fonts. I can think about making it a feature again though.

e2: I play as monk. At character level 9, except gaining passive talent 'unarmed proficiency I', I have to choose weapon proficiency. Looks a bit weird for monk, and this is not mentioned in choosing class menu.

That's weird yeah, I can remove that choice.

e3: If I want to use magic, I must have book equipped? And I can have only one book prepared? A bit strange, if there is not a lot space in eq.

Yeah, you have to equip the book. I can't recall any real reason why I made it like that. It's just the way the magic works in the world I guess  :).

Avagart

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Re: The Temple of Torment (Now at Stable 6.0)
« Reply #59 on: September 06, 2015, 03:45:27 PM »
Quote
Can do. Probably decreasing the food price is the best option.
Hm, I played next two characters, and I think that best option is reducing food consumption in wilderness. Food rations are quite cheap, and is relative frequent loot. However, first what I buy in TToT is horse ;)

Quote
Both times you are mistaken. At least should be
Good :D

Quote
The enemy AI is the same in those locations than in the other locations.
And observation that enemies cannot act unless notice player is true?
Seems to be trigger - when player appears in enemy FOV first time.

Quote
It was a bit tedious to maintain multiple fonts. I can think about making it a feature again though.

I very like good, old 8x12 font ;) But if it's big problem, I can play on 16x16 :)


+ a few new observations.

Is possible to sell equipped, cursed items. I think this is not intentional - wearing cursed stuff is form of penalty and in most cases player don't want to keep these items. So, it is not dilemma what to do with cursed item. Simple - sell it.

Colouring nutrition messages. If I see red colour, I treat it as warning. And when I see warning that 'you are feeling not hungry' this is a bit odd. You know, as 'oh man, it's, terrible, you are not hungry!'.
What do you think about colouring neutral food messages (from bloated to not hungry) on, for example, grey colour, and lower levels ( < not hungry) on red?