Author Topic: City of the Damned  (Read 75323 times)

gwathlobal

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City of the Damned
« on: January 07, 2017, 01:51:29 PM »
Hey, guys!

I have written a coffeebreak roguelike inspired by as 7DRL entry "City of the Condemned" by Tapio (http://www.roguebasin.com/index.php?title=City_of_the_Condemned).
This is basically a remake of City of the Condemned with some added features (real pathfinding, a more realistic fov and blood). The game is written in Common Lisp using SDL.



Github page: https://github.com/gwathlobal/CotD
Latest release with Windows binary: https://github.com/gwathlobal/CotD/releases/latest

The Legions of Hell invaded the City with the intention to slay its inhabitants. The Heavenly Forces had to intervene. Now both sides are bent to fight each other until none of the opponents remain. Choose your side and join the fray!

The actions takes place in a large overland City, where Angels and Demons fight each other in its streets and mankind is trapped in their way.

 - You can side either with Angels or with Demons. Though mankind is allied with angels, it is mainly stuck in the conflict between the parties.
 - You are not alone and should not be able to overcome all obstacles by yourself, some enemies will require aid of your allies.
 - Your enemies are able to hide their true appearence, so observe and learn their tactics to avoid nasty surprises. Demons are able to possess humans, while Angels can conseal their divinity.
 - "Friendly fire" is allowed, so do not get in the way of your more powerfull allies.
 - Your resource is power. You can stockpile it to get a "level up" or spend it on your abilities.
 - You gain power proportional to the strength of killed enemies. Angels also gain power by blessing humans, while demons gain power by killing them (and each other).
 - Angels can heal themselves while Demons can summon allies to their position.
 - You win either by killing each member of the opposing faction or leveling up beyond Archangel or Archdemon status.

The game is known to freeze sometimes for several seconds after you make a move, especially in the beginning. This is due to pathfinding calculations happening for more than 100 actors. Once their numbers naturally dwindle, these delays become unnoticeable.

Any thoughts, suggestions and critique are welcome :)

UPD. Updated version to v1.0.1, the links stay the same.
« Last Edit: January 08, 2017, 11:44:30 AM by gwathlobal »

Avagart

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Re: City of the Damned
« Reply #1 on: January 07, 2017, 02:30:56 PM »
City of the Condemned was damn good 7drl! It's nice to see remake, I'm really curious. Your list of changes seems neat, but, to be honest, screenshot looks a bit messy...

gwathlobal

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Re: City of the Damned
« Reply #2 on: January 07, 2017, 03:03:11 PM »
And by "messy" you mean that the tiles are too small?

Avagart

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Re: City of the Damned
« Reply #3 on: January 07, 2017, 03:54:42 PM »
OK, I played a bit. Yeah, the screen is too small, but it isn't most important issue about display. Original CotC, even if screen is small (it relies on curses library, so player can adjust font size by terminal preferences) everything looks clear. The problem of CotD's display is that you are using in the same time small font and pretty detailed (sort of) charset.

The beginning movement lag is barely acceptable. After about a dozen turns the lag vanishes. But still, it's annoying. You wrote that it's caused by pathfinding algorithm - maybe it's possible to optimize it?

Also, if you decided to cut keybinding info from the main screen, you could add it under '?' key. Even if controls are trivial.

gwathlobal

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Re: City of the Damned
« Reply #4 on: January 08, 2017, 10:05:43 AM »
Thanks for the reply.

Updated to v1.0.1, the link stays the same.

Added access to help via '?' from the level screen.
Added bigger tiles, please see if its better now.

Also, I think I managed to fix the lag in the beginning. It was a stupid oversight in my part with line-of-sight code.

And added some new tiles to the generator for flavour reasons.

Avagart

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Re: City of the Damned
« Reply #5 on: January 09, 2017, 02:10:40 PM »
Hah, it's much better experience now :) Congrats for quick fix. How could I switch between tilesets? +-, [ctrl]+-, [shift]+- doesn't work, but I see both small and big tiles in data folder.

If I could suggest one another improvement - using SDL with bitmaps has own flaws (like lack of built-in cofigurables for - exactly - tiles size / resolution). I'd encourage to add multiple fonts, from really small 8x8 to really large, like 32x32 (if square) or, for example, 17x36, and make possible to choose font even out of game (like, in cfg file).

gwathlobal

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Re: City of the Damned
« Reply #6 on: January 10, 2017, 05:28:40 PM »
> How could I switch between tilesets? +-, [ctrl]+-, [shift]+- doesn't work, but I see both small and big tiles in data folder.

Right now, you can't, I'm afraid. I indeed have a plan to make it possible but that requires some more work.

As for font changes, the idea is also cool, I think I'll add it alongside the tile switch option, but that will require a bit of a rewrite know. Too many things depend on the current fixed font size, it seems.

gwathlobal

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Re: City of the Damned
« Reply #7 on: January 12, 2017, 07:19:28 PM »
Released version 1.0.2

Changelog
 - Added new buildings to the city generator: Warehouse, Library
 - Added option to choose tiles to options.cfg
 - Added options.cfg where you can specify various game options. For now, you can only choose the size of tiles
 - Removed ability to attack members of you own faction (except demons). You can still attack allied faction though.
 - Introduced new terrain types: Cabinet, Crate, Bookshelf. Added it to appropriate buildings.

https://github.com/gwathlobal/CotD/releases/tag/v1.0.2

gwathlobal

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Re: City of the Damned
« Reply #8 on: January 17, 2017, 07:19:25 PM »
Released version 1.0.3

Changelog
- Linux 32-bit binary packages added
- Added Soldiers to the city. Soldiers arrive to help humans towards the end of the battle, are opposed to both angels and demons and will shoot them if they see their true form
- Added Satanists to the city. They are allied with demons and are able to call them for free and curse enemies with inaccuracy
- Added a new command 'm' to view the full message log
- Priests can now pray. Prayers may sometimes lead to smiting all enemies in priest's sight for minor damage or granting all allies divine protection. Divine protection prevents the next attack or harmful effect from application
- Upgraded city generation and added variety to some bulding types
- The City now has maximum 1 church, 1 warehouse, 1 prison, 1 library and 1 satanist's lair
- Fixed bug with the time label becoming red while it's still player's turn

https://github.com/gwathlobal/CotD/releases/tag/v1.0.3

Avagart

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Re: City of the Damned
« Reply #9 on: January 17, 2017, 10:30:13 PM »
I'll check it later. It's not just remake anymore :)

gwathlobal

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Re: City of the Damned
« Reply #10 on: January 29, 2017, 10:40:19 PM »
Released version 1.0.4

Changelog
- Made help articles be read from files
- Added snow terrain
- Added an option to go to the main menu from the game-over screen
- Added rivers to the city generator
- Added indication of the general direction to the nearest angel/demon
- Added sea ports to the city generator
- Added an option to customize the current scenario by choosing city layout, weather and player faction

https://github.com/gwathlobal/CotD/releases/tag/v1.0.4

Gornova

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Re: City of the Damned
« Reply #11 on: January 30, 2017, 12:18:39 PM »
I really like it! As a demon is cool to hide, strike humans and become a demon! I've not found an easy way to defeat angels and this is cool to! A lot of re-playability  here!
From the demons side, I like that imps act more wisely and avoid to kill people around when angels reveals.. it's not the right way to stay alive long :D
Blog | Last game A droid story

gwathlobal

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Re: City of the Damned
« Reply #12 on: January 30, 2017, 08:28:01 PM »
Thanks for your comment! Happy that you liked the game  :)

gwathlobal

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Re: City of the Damned
« Reply #13 on: February 05, 2017, 11:32:19 AM »
Released version 1.0.5

Changelog
- Made the military a playable faction
- Added sergeants to the military. They are armed with six-round revolvers, that deal less damaged than a rifle but do not need to reload every turn
- Added chaplains to the military. They are armed with six-round revolvers and are able lead troops, pray to reveal angels and demons around them and grant divine protection to allies
- Ranged combat accuracy is now affected by distance. The farther the target - the less likely you are able to hit it
- Added forest cities to the city generator
- Added island cities to the city generator

https://github.com/gwathlobal/CotD/releases/tag/v1.0.5

gwathlobal

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Re: City of the Damned
« Reply #14 on: February 17, 2017, 07:46:42 PM »
Released version 1.0.6

Changelog
- Angels can now chop off body parts when they kill somebody (they are armed with swords after all)
- Characters leave corpses upon dying, for purely cosmetic reasons
- Added "Shift + Q" command to exit the current game and return to the main menu
- Added dots showing where the bullets hit
- Added damage types to weapons and damage resistances to armor
- Added bullet dispersion over distance
- Added machine-gunners to the Military. They shoot the whole magazine in one round
- Introduced cooldown abilities. The first cooldown ability "Charge" added to archdemons
- Added "Fear" ability to demons and archdemons
- Added "Blindness" ability to archangels
- Added barricaded cities to the city generator

https://github.com/gwathlobal/CotD/releases/tag/v1.0.6