Author Topic: Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"(formerly Savage Lands)  (Read 282055 times)

jcd748

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Re: Shadow of the Wyrm 0.4.1 (formerly Savage Lands)
« Reply #75 on: October 03, 2015, 12:34:28 AM »
I have a question is diety "the great wyrm" actually this title wyrm and a main boss in the game? If you will worship him can you actually don't fight and join him (or "sacrifice" yourself for him)? And is there only one or more endings in this version?

Yes and no.  The "wyrm" in the title is the end boss, Amaurosis (Greek: "dark/darkening"), the ancient wyrm.  Right now, there's only one ending - kill Amaurosis, and you win.  What I want to do in the next few versions is add some sort of evil story arc where you can work with Amaurosis to open the world to the eldritch god, Sceadugenga, and provide that as essentially a pure-evil win condition.  But that's just something I want to do.  It's not in place, yet.  The current version (which I'll be releasing in the next week or so) will focus largely on bug fixes and suggestions from the playtesting I've been getting from people from the last month or so.

In future, I've been thinking of dividing up my releases, so that each one has some mechanical improvements in terms of "actual roguelike game mechanics", as well as some "useless, unless you're using the game as world simulator" type improvements.  That way, I can work towards my goals of having a real roguelike as well as a sandbox that people can use for whatever.

getter77

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Re: Shadow of the Wyrm 0.4.1 (formerly Savage Lands)
« Reply #76 on: October 03, 2015, 03:17:20 AM »
Have a good mix from each respective column in a bit of theme building is also probably a good way to keep things fresh and lively to discourage getting burned out as well as expose that many more varied aspects to further constructive feedback versus streaks of going all in on just one thing or some such---go for it!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #77 on: October 07, 2015, 01:05:44 AM »
v0.4.2 released, as well as the web site, and I've opened up my BitBucket repository, as promised.  Code is MIT licensed.

Site: http://www.shadowofthewyrm.org
Source: https://bitbucket.org/prolog/shadow-of-the-wyrm

Changes this version:

- Added an option ("cursor_mode") to configure the visibility of the
  cursor under the player when on the map (akeley).

- Made mention that Witchling magic is innate and other magics are
  book-learnt (Calandor).

- Friendly creatures are now identified as such when using the "L"ook
  command (barrabus).

- The game XML now allows defining on a race-by-race basis whether a
  corpse will be left.  Jellies, constructs, and divine creatures do not
  leave corpses.

- Creatures can also be specified as to whether or not they leave a
  corpse.  This is checked after the race flag (the race flag overrides).
  If this flag is not specified, it is assumed the creature leaves a
  corpse.  Skeletons, skeletal kings/dragons/etc now no longer leave
  corpses.

- Made all rings initially unidentified.

- Murdering the ploughman in Isen Dun can now trigger a victory condition
  for the blacksmith's quest (Jeremy Long).

- The player can now rest up (default is 100 turns) by using "5".  Most of
  the usual auto-movement checks apply: hunger, hostile creatures, etc
  (Calandor).  Resting will also halt when HP and AP are both full, if
  there are turns remaining.

- Automovement now stops on Poison and Stone statuses.

- Kicking generates a message about passing through when kicking solid
  tiles and features.  Kicking creatures remains unchanged - an
  incorporeal kick is considered an attack.

- New items: guildmaster's ring, knight's ring.

- Kicking a door has a chance to sprain the player's leg (deal damage,
  potentially add slowness) when the kick is unsuccessful.  When the
  kick is successful, the door is destroyed.

- The default "apply a feature" code (that does nothing) now shows a
  message for the player (AgingMinotaur).

- Included the material as part of a feature's description when looking
  at it.

- Bug fixes:

  - Skins that had been converted to armour were still available as
    "skins" afterwards (barrabus).

  - Found an instance in NPCDecisionStrategy where a CreaturePtr was
    being used unchecked.  It *should* always be valid, but you know...

  - Various typos (barrabus, others).

  - Dungeon creatures generated on update weren't getting their actions
    initialized properly, and thus weren't acting at all.

  - The map display code wasn't properly considering both map size and
    display size in its output routines (Aleksanderus).

  - Incorporeal creatures were able to drop items on rock/earth tiles.
    Tiles with non-zero solidity (earth, rock at the moment) now have
    null inventories, so dropping items on these makes the items
    disappear (barrabus).

  - Ensured that switching places properly checks for whether the creature
    can switch into the tile - this was triggered by trading spaces with
    friendly spooks while not incorporeal (barrabus).

  - Trap messages were being displayed when the player was in LOS -
    should only have been displayed when the player actually triggered
    the trap (barrabus).

« Last Edit: October 07, 2015, 01:22:05 AM by jcd748 »

getter77

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Re: Shadow of the Wyrm 0.4.1 (formerly Savage Lands)
« Reply #78 on: October 07, 2015, 01:21:33 AM »
Nice---congrats on getting everything up and running!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #79 on: October 07, 2015, 01:22:59 AM »
Thanks!  Now to think about what I want to add for the next monthly release!

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #80 on: October 07, 2015, 09:08:30 AM »
Simple and aestethic site, I like this style. And I'm glad to see you are using bitbucket :D

Aleksanderus

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #81 on: October 07, 2015, 12:34:01 PM »
The page looks good and also keep the project updated!

AgingMinotaur

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #82 on: October 07, 2015, 06:46:36 PM »
Yes! A flock of ostriches cheer you on.

As always,
Minotauros

EDIT: First playthough of 0.4.2. Take some comments with a grain of salt, I'm just typing what comes to mind whilst playing …

"Switch places? [y/n] Are you sure you want to attack? [y/n]" is a bit annoying, I think. Maybe it's just my bad habit of mindlessly spamming the keyboard. At least, when prompted to switch places, maybe parse it as a "yes" if the player pushes the same direction button again, so you can switch places with friendlies without deliberately pressing "y"?

Thank you for the nice messages ("You run your hand briefly over the pew", etc.). But applying "a" to a bed still gives no result :P I think it would be better than nothing with: "There are no terrain features to apply." (All the better if you're planning a use for beds in the long term, of course.)

I played a giant shepherd. Shouldn't he know how to spin?

I love that you can dump your trash in the well in Isen Dun, by the way :) But haven't found any use for my ivory yet … maybe I just haven't seen so much of the world.

w + arrow key is still a bit buggy. When entering a room, I don't seem to stop at all. I stop several times on the way out, though. Here's an example:

Code: [Select]
#################################
#..A...P..ONM...BCD....LKJ......############
#.#######.##.....########......EFG...I...H.#
#.#     #.##.....#      #.......#######.##.#
#.#     #.##.....#      #.......#     #.##.#
#.#     #.########      #.......#     #.##.#
#.#     #.#             #########     #.##.#

Walking from west to east, I stop at: A, B, C, D, E, F, G, and H.
Walking from east to west: I, J, K, L, M, N, O, and P.
When passing a corridor, I seem to stop two spaces after the actual fork. When entering a room, nothing happens, but when leaving a room, I stop at three different spots, centered at the door. There may also be other patterns that I haven't noticed, of course.

It's kind of weird that ammuntion weighs so much (although I see the point from a a gameplay perspective) …

Argh! Killed by a gnomish miner!
« Last Edit: October 07, 2015, 07:45:50 PM by AgingMinotaur »
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #83 on: October 07, 2015, 11:55:29 PM »
The page looks good and also keep the project updated!

Will do!  Monthly releases are my plan, even if I've only got a handful of changes.  I think regular, predictable releases are important.

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #84 on: October 07, 2015, 11:58:26 PM »
Simple and aestethic site, I like this style. And I'm glad to see you are using bitbucket :D

Thanks!  I was going for a very simple, clean aesthetic.  And I really like BitBucket.  I prefer mercurial to git, so really, it's my only option!

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #85 on: October 08, 2015, 12:20:34 AM »
Yes! A flock of ostriches cheer you on.

As always,
Minotauros

EDIT: First playthough of 0.4.2. Take some comments with a grain of salt, I'm just typing what comes to mind whilst playing …

"Switch places? [y/n] Are you sure you want to attack? [y/n]" is a bit annoying, I think. Maybe it's just my bad habit of mindlessly spamming the keyboard. At least, when prompted to switch places, maybe parse it as a "yes" if the player pushes the same direction button again, so you can switch places with friendlies without deliberately pressing "y"?

Thank you for the nice messages ("You run your hand briefly over the pew", etc.). But applying "a" to a bed still gives no result :P I think it would be better than nothing with: "There are no terrain features to apply." (All the better if you're planning a use for beds in the long term, of course.)

I played a giant shepherd. Shouldn't he know how to spin?

I love that you can dump your trash in the well in Isen Dun, by the way :) But haven't found any use for my ivory yet … maybe I just haven't seen so much of the world.

w + arrow key is still a bit buggy. When entering a room, I don't seem to stop at all. I stop several times on the way out, though. Here's an example:

Code: [Select]
#################################
#..A...P..ONM...BCD....LKJ......############
#.#######.##.....########......EFG...I...H.#
#.#     #.##.....#      #.......#######.##.#
#.#     #.##.....#      #.......#     #.##.#
#.#     #.########      #.......#     #.##.#
#.#     #.#             #########     #.##.#

Walking from west to east, I stop at: A, B, C, D, E, F, G, and H.
Walking from east to west: I, J, K, L, M, N, O, and P.
When passing a corridor, I seem to stop two spaces after the actual fork. When entering a room, nothing happens, but when leaving a room, I stop at three different spots, centered at the door. There may also be other patterns that I haven't noticed, of course.

It's kind of weird that ammuntion weighs so much (although I see the point from a a gameplay perspective) …

Argh! Killed by a gnomish miner!

- Shepherds will now start with weaving.  I think it makes a lot of sense, thematically.  Fixed in default.
- I'd forgotten about making well tiles item-sinks!  Nice!  I like it when the game surprises me like that.
- w+arrow is definitely buggy/illogical.  Finishing that command to my liking was something I wanted to do last version, but I got interrupted by stuff.  Hopefully this version I fix more of the issues with that and "f"ire.
- The bed thing is a bug in the default feature handling code - fixed in default.
- Making switching default to "yes" is a great idea, since switching is not inherently dangerous (like attacking).  I'll add that to the suggestions file.
- Absolutely no use for ivory yet, other than final score.  It needs an eventual use.  Eventually, shops, maybe other things.  But those are more medium-term goals.

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #86 on: October 24, 2015, 12:34:29 AM »
So, I've got a good block of time over the next few days to work on things.  AgingMinotaur - what are your expectations regarding how automovement works?  Stop on non-blocking features (such as doors, etc)?  Turn corners in corridors?  Stop when hostile creatures are in view, and when moving on to a square with items? 

Anything else?

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #87 on: October 24, 2015, 12:45:11 AM »
I know that you ask your question to AgingMinotaur, but if I can, I would like to give my opinion ;)

Quote
Turn corners in corridors?
Of course, if not crossing.

Quote
when moving on to a square with items
Is possible to make automovement stop when new item is spotted? So, move over old, known items which remains in same place as remembered, but stop in new item generates or coords of existing item changes?

jcd748

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Re: Shadow of the Wyrm 0.4.2 (formerly Savage Lands)
« Reply #88 on: October 24, 2015, 12:59:30 AM »
The latter would be good eventually.  At the moment I'm looking to just make automovement useful.  I'll add it to my suggestions file.

jcd748

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Re: Shadow of the Wyrm 0.4.3 (formerly Savage Lands)
« Reply #89 on: November 04, 2015, 01:42:35 AM »
Monthly release time!  I've released v0.4.3, "Carcassi".  Some useful mechanical improvements, some new creatures, some general uselessness, and finally, a use for ivory outside of the final score!

- Site
- Download v0.4.3

Shadow of the Wyrm v0.4.3 "Carcassi"
- Version declared October 6, 2015.  Version finalized November 3, 2015.

- Shepherds now start with Weaving (AgingMinotaur).

- Added a brief guide on how to do simple modding (Zirael).

- Logged an error when unable to insert a map into the MapRegistry
  because the key is already in use.  Useful for debugging while modding.

- Soak is quartered when an incorporeal attack is used.  Typically, this
  will be an unarmed attack by an incorporeal creature, such as a spook,
  etc.  A successful hit generates a message about the incorporeal attack,
  similar to what is done for piercing damage.

- Changed the pierce damage type message from "tears at" to "pierces".

- The switching places prompt now defaults to "yes" when an unrecognized
  input is received (AgingMinotaur).  The "squeeze past" prompt also
  defaults to "yes".

- Created a new "I"tems command to view the inventory directly.  "i"
  continues to take the player to the equipment screen (Akeley).

- Made the Lua code safer (everything should run in protected mode, now)
  so that errors in certain scripts no longer cause the application to
  panic-exit.

- Once a year, the game does a sweep through everything in the game with
  an age (currently just creatures), increments their age, and then checks
  that against their maximum, calculated on creature creation.  If the
  current age exceeds the maximum, the creature has died of old age, and
  is removed from the game.

- Added Lua API functions to add seconds, minutes, hours, days, or years
  to the calendar.

- Weapons and ammunition now show the damage when viewing the equipment
  screen (AgingMinotaur, Kyrzati).

- Added a character details screen in addition to the character dump
  command.  Character details is now bound to '@' by default, with
  character dump using '#' (AgingMinotaur).

- The game now tracks phase of moon (displayed in-game via the "T"ime
  command).  When waning/new, shadow/acid/poison/arcane damage does
  another 10% (waning)/20% (full).  When waxing/full, heat/cold/holy/
  lightning does an additional 10%/20% damage.

- Automovement improvements:
 
  - Stop on tile features (doors, pews, altars, etc).
 
  - On first move, ignore a lot of the things (features, items, etc) that
    would normally cause automovement to halt.
   
  - Turn bends in corridors automatically.

  - Added a message when trying to auto-move while poisoned/in stoning.

- Wands with a cardinal beam type (e.g., those that use cone effects)
  now display an appropriate message to warn the player that a cardinal
  direction must be selected.

- When wands are used unsuccessfully, a message is now generated.

- Each level now has a chance to generate out of depth creatures.  There
  is no upper bound on the level of the out of depth creatures, but a
  low-percentage check must be passed each time to raise the max danger
  level.

- Out of depth items are now possible as well.  If out of depth creatures
  are generated, the max depth from that will be used.  Otherwise, the
  probability follows the same model as that used for generating out of
  depth creatures.

- Added an "identifier", Idem, a wandering mountain elf.  He can be found
  in Wintersea Keep, and will happily take ivory pieces in exchange for
  doling out bits of his encyclopedic knowledge of items.

- Created a new "Questless" conduct, which is broken when the player is
  given any quest.

- New creatures: boar, blue jay, weeper, Idem.

- New items: wand of dragon breath.

- Bug fixes:

  - Fire weapon was acting strangely due to some code that was shared
    with looking.  The cursor was correctly being set on the nearest
    hostile creature, and that was being recorded as the target, but then
    the map cursor was reset on the player (AgingMinotaur).

  - The currency command was only considering the first stack of currency,
    not all of them.
« Last Edit: November 04, 2015, 03:43:00 AM by jcd748 »