Author Topic: Shadow of the Wyrm (now at Alpha v0.4.0)  (Read 7097 times)

getter77

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Shadow of the Wyrm (now at Alpha v0.4.0)
« on: August 31, 2015, 11:16:54 PM »
Hmm...

http://www.roguebasin.com/index.php?title=Shadow_of_the_Wyrm  Win

Quote
Shadow of the Wyrm is an open-world fantasy roguelike in the style of ADOM and Omega. It was formerly known as Savage Lands.

Features

    Large world with random and set areas
    Quests from the starting island to the ends of the world
    A wide variety of races and classes to suit various playstyles
    Nine deities, each with their own likes and dislikes
    A huge number of monsters, artifacts, items, and spells
    Full lower ASCII with over a dozen beautiful colours!

Just a dropbox link and the solid looking screens there---but seeming mega-projects out of nowhere are always welcome and hopefully will continue apace!   8)
« Last Edit: September 01, 2015, 08:58:41 PM by getter77 »
Brian Emre Jeffears
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Avagart

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #1 on: September 01, 2015, 12:22:55 AM »
I tested Savage Lands just now and I have mixed feelings.

This game has GREAT potential to be close-to-major roguelike. I love conventional terminal-ascii look, I like a lot of quests (including mutually exclusive), I appreciate that author makes traditional game without tutorials ( ;) ) so... Good luck. One of most promising roguelikes in years.

However, I have some bad feeling about Savage Lands. It looks like ADOM, it have interface same as ADOM, and I think that Julian Day wanna make ADOM 1.5 ;) I'm afraid that this... inspiration... can be... to strong, and things can go wrong.

Notwithstanding this is very promising game and it can be very good roguelike. I miss roguelikes with this style, spirit.

Author didn't include necessary dll files - I had to get lua51.dll and lua5.1.dll yourself.

getter77

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #2 on: September 01, 2015, 01:14:32 AM »
Hopefully the developer at least adds to the Roguebasin page or comes by the explain things to a deeper level if not having a proper official website in the works---an homage to an alternate take on an "ADOM v1.5" isn't inherently a bad thing, especially as ADOM II will still be on dev hiatus for a fair bit of time yet as ADOM itself continues to get situated on Steam and the remaining new game content done at last.   Plus, the Omega factor, if flexed more in future updates, would definitely take it in some markedly different directions.
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AgingMinotaur

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #3 on: September 01, 2015, 09:18:04 AM »
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

jcd748

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #4 on: September 01, 2015, 12:56:42 PM »
Hi,

Author here.  Thanks for posting the announcement - I'm floored that it made it into the forums with nothing more than a dropbox link on the Rogue Basin site.  And thank you for the notice about the missing Lua DLLs.  I've updated my build script to include those, and updated the dropbox zip, so those should be included now.

As for my intentions, while the game is definitely inspired by ADOM, I wouldn't say I want to make ADOM 1.5.  I'm aiming for something quite different - a game in which you can do what you want, whether that's to play through to the end, or do something bizarre like become a self-sufficient farmer, open a weapons shop (Talloon-style), etc.  I haven't done much with this yet because I think it's important to get a basic game up and going, but that's where I'd like to go, eventually - a huge game where people can do what they want and play it how they want, and I won't judge.  ADOM's crazy lack of balance was something I always enjoyed, and my merchant win was a ton of fun.  I'm also planning on opening up the source Real Soon Now, after I do things like hammer out a basic web site, etc.

Thanks for your feedback!

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #5 on: September 01, 2015, 04:03:14 PM »
Quote
a game in which you can do what you want, whether that's to play through to the end, or do something bizarre like become a self-sufficient farmer, open a weapons shop (Talloon-style), etc.

Sorry for my words, but... If you implement this style of gameplay in right way, SL should be fucking amazing.

I have two questions. First, what's about world? I see it's not randomly generated now and looks a bit bizarre - small pieces of lands and a lot of water around. You are planning to change something (so, is this a final - or nearly-final - version of world?) or if yes - how you want to develop this thing further?
Second - I like idea of Omega's influences, but I wanna know what these influence will mean?

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #6 on: September 01, 2015, 05:38:11 PM »
The world is randomly generated right now.  I use cellular automata and a large number of iterations to create the islands.  Successive CA runs overlay the mountains, hills, etc.  I've played around with a few settings, and the "island world" is something I wanted, something in my head before I started working on the game.  If you've ever read Ursula LeGuin's "Earthsea" books, they had a tremendous influence on me.

But with that said, there's a limited amount of randomness in terms of what's generated on the world at the moment - dungeons, caverns, villages, etc.  There's a lot of room for improvement, and this is an initial alpha release (seriously, these are early, early days).  There's a lot of code, and I've put a lot of effort into this, but there is an infinite amount of stuff on my to-do list.  I want super-monster lairs, ruined castles stalked by monsters, labyrinths and ancient palaces under mountains, and all kinds of other interesting things.

The Omega influences for me would be all kinds of quests and things to do that aren't necessarily related to the main story arc, but which you can do if you want to.  Join guilds, fight in arenas, and so on.  I always had some trouble with Omega due to the clunky AI (inventory management was a massive pain in the butt), but the world it throws you into is a ton of fun.  And maybe I'll add an optional "play as yourself" feature ("Do you see auras?").

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #7 on: September 01, 2015, 05:50:18 PM »
The world is randomly generated right now.

Yup, I see it now. Probably two very similar starting regions was generated. I wish you luck, your ideas are interesting. :)

akeley

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #8 on: September 01, 2015, 07:12:13 PM »
If you've ever read Ursula LeGuin's "Earthsea" books

Back in the day, most of the arcade high score tables only allowed three letters as a sig. That was fine by me - "Ged" fitted perfectly 8)

Nostalgic anecdotes aside, well, what can I say...a wild dev appears with a traditional RL influenced by Ms LeGuin and Omega? Holy crap. Seems all is not lost after all and some folks still just do their own thing, unperturbed by trends and "modern" customs. How awesome.

Your vision is staggering, but hell, why not. if Mr URR can do his thing, so can others. So here`s hoping this thread will get well past beta 0.9.3 one day and the end product will be as amazing as described in the opening statement - or more.

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Re: Savage Lands (now at Alpha v0.3.9)
« Reply #9 on: September 01, 2015, 07:24:14 PM »
Ursula LeGuin, Anglo-Saxon culture (at least for the small island you start on), traditional roguelikes...I'm like a menagerie of wilfully uncommercial things.

Thanks for your support.  This is still, despite the general size of the release, still a very early thing.  I've been working on it part time for about four years (only logging 5-6 hrs of coding/week, as I have a lot of other interests - poetry, classical guitar, etc), and I fully expect to be working on it ten years from now, and hopefully longer.

As an aside, I love watching what URR is becoming.  The guy is clearly on a different intellectual level than the rest of us.  I'm just glad he chose roguelikes as his medium!

getter77

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Re: Shadow of the Wyrm (now at Alpha v0.4.0)
« Reply #10 on: September 01, 2015, 09:01:02 PM »
Updated the various bits to reflect the apparent new title of the project and stoked to see the dev and development pop in and continue as the above details are definitely along a good path.   8)

Or...to the new thread everybody~
Brian Emre Jeffears
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