Other Roguelikes > DiabloRL
0.4.5 Sorceror YAVP
(1/1)
skarczew:
The game has a very similar feeling to the original.
Found problems:
- Too easy. The hardest things I found so far are the barrels (only thing that managed to kill one of my low HP sorcerors) and crashes.
The hardest thing about the game is to transport all the found stuff back to town - but even this is sorted out when you get the Town Portal scrolls/staves/spell.
I hope for late game monsters (nothing better than fighting Warlord of Blood with sorcerer).
- Too few lightning spells. I managed to obtain Flash only - and too late in game to make any use of it.
- Inventory should not close after dropping items.
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DiabloRL v 0.4.5 roguelike postmortem character dump
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Jarkar, level 12 sorceror, entered Catacombs,
after 13905 turns.
He scored 343573 points, killing 891 hellspawn.
He advanced to level 12 gaining 115873 experience.
He amassed 810 gold coins.
He killed the Butcher.
He purified the town water supply.
He retrieved Ogden's tavern sign.
-- Statistics ------------------------------------------------
Strength 22/20
Magic 87/85
Dexterity 17/15
Vitality 22/20
Life 60/54 Mana 203/59
Armor 11 ToHit 58
-- Spells ----------------------------------------------------
Firebolt level 8
Holy Bolt level 9
Healing level 2
Town Portal level 1
Phasing level 1
-- Equipment -------------------------------------------------
[ Head ] Harlequin Crest [-3]
[ Neck ] nothing
[ Body ] hard leather armor [14]
[ Wpn ] staff of Holy Bolt (2-4) {9/28}
[ Shld ] nothing
[ RRng ] ring of Truth
[ LRng ] nothing
-- Quickslots ------------------------------------------------
[ Slot 1 ] potion of mana
[ Slot 2 ] potion of mana
[ Slot 3 ] potion of mana
[ Slot 4 ] potion of mana
[ Slot 5 ] potion of mana
[ Slot 6 ] potion of mana
[ Slot 7 ] potion of healing
[ Slot 8 ] potion of healing
-- Inventory -------------------------------------------------
potion of mana
potion of mana
potion of mana
scroll of phasing
scroll of flash
scroll of flash
potion of healing
potion of healing
potion of healing
potion of healing
potion of healing
potion of healing
scroll of town portal
scroll of town portal
scroll of town portal
810 gold coins
potion of rejuvenation
potion of rejuvenation
potion of healing
potion of healing
potion of healing
potion of rejuvenation
scroll of phasing
sabre of Skill (1-8)
-- Kills -----------------------------------------------------
rotting carcass 29
corpse axe 40
corpse captain 1
corpse bow 2
devil kin 62
horror captain 42
burning dead 118
dark one 16
skeleton 71
flesh clan archer 1
overlord 4
plague eater 21
horror archer 2
shadow beast 43
carver 57
burning dead captain 21
skeleton captain 26
fiend 58
zombie 29
flesh clan 3
fallen one 91
burning dead archer 33
skeleton archer 1
horror 48
scavenger 45
gloom 21
Madeye the Dead
Snotspill
the Butcher
Bongo
Boneripper
Pukerat the Unclean
-- Messages --------------------------------------------------
You hit the dark one. The dark one dies. You gain 128 experience.
You hit Snotspill.
You hit Snotspill.
You hit Snotspill.
You hit Snotspill.
You hit Snotspill. Snotspill dies. You gain 612 experience.
A scroll of phasing is lying here.
You put the scroll of phasing into your backpack.
You hit the dark one. The dark one dies. You gain 128 experience.
You hit the dark one. The dark one dies. You gain 128 experience.
You hit the dark one. The dark one dies. You gain 128 experience.
You hit the dark one. The dark one dies. You gain 128 experience.
You hit the dark one. The dark one dies. You gain 128 experience.
The dark one hits you. A sabre (1-8) is lying here.
You hit the dark one. The dark one dies. You gain 128 experience. A sabre
(1-8) is lying here.
A pile of 25 gold coins is lying here.
You got 25 gold coins.
A sabre (1-8) is lying here.
You put the sabre (1-8) into your backpack.
Congratulations! You have won the Demo version! Press <Enter>...
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--- End code ---
Game Hunter:
--- Quote from: skarczew on November 30, 2010, 16:46 ---Too easy. The hardest things I found so far are the barrels (only thing that managed to kill one of my low HP sorcerors) and crashes.
--- End quote ---
This is probably because we have all the time in the world to consider our options. There's no urgency as there was in Diablo to swap out spells or items, or worry about who we should be attacking and who is in the way. May want to up the ante overall (without increasing experience) to balance. The most difficult parts I find are killing the Butcher (Warrior only: the other classes can find grating and abuse as in the real game) and upon entering a new floor (where there are upwards of 20-30 enemies lying in wait).
Rogue, especially, appears to have the fastest attack speed, and so kills a lot of enemies before they can get close at all. I think the game needs to start factoring in side-stepping if it doesn't already.
--- Quote from: skarczew on November 30, 2010, 16:46 ---Too few lightning spells. I managed to obtain Flash only - and too late in game to make any use of it.
--- End quote ---
The big item missing is Charged Bolt, and I imagine it's one hell of a spell to code (because the attack is kinda slow and should move across the map as time passes). Lightning is probably around (or if it isn't, the fact that we can't get to Catacombs is reason enough not to need it) and the others are too late-game to be seen. As a matter of fact, the Sorceror's starting staff should contain Charged Bolt charges.
--- Quote from: skarczew on November 30, 2010, 16:46 ---Inventory should not close after dropping items.
--- End quote ---
Seconded. In addition, if it's not already on the big list, you should consider building the 4x10 slot inventory screen. There's no need to include pictures of anything (this is a roguelike, after all) but there could be different colors for used/empty and have white borders to represent "whole items" (armor/staves/bows are 3x2, shields are 2x2, small weapons 3x1, etc).
As a short-term addition, however, I'd like to suggest a way to know what our current inventory space is (ex: "[space used]/40 slots" in between equipment and inventory): it's just easier to maintain.
you:
--- Quote from: Game Hunter on November 30, 2010, 18:03 ---As a short-term addition, however, I'd like to suggest a way to know what our current inventory space is (ex: "[space used]/40 slots" in between equipment and inventory): it's just easier to maintain.
--- End quote ---
What am me supposed to do with this number [x/40]?
Spoiler (click to show/hide)
skarczew:
--- Quote from: Game Hunter on November 30, 2010, 18:03 ---In addition, if it's not already on the big list, you should consider building the 4x10 slot inventory screen. There's no need to include pictures of anything (this is a roguelike, after all) but there could be different colors for used/empty and have white borders to represent "whole items" (armor/staves/bows are 3x2, shields are 2x2, small weapons 3x1, etc).
As a short-term addition, however, I'd like to suggest a way to know what our current inventory space is (ex: "[space used]/40 slots" in between equipment and inventory): it's just easier to maintain.
--- End quote ---
Well, like [you] noticed, there is an indicator showing the status of the inventory.
Building 4x10 slot inventory screen is not needed, imho. It would need to introduce few more things in order to make it work properly (mouse, or auto sorting thing).
Game Hunter:
Boy, do I feel stupid. How I managed to iron through the game with every class and not see that is pretty thick-headed of me.
An inventory slot screen would need auto-sorting, yes, but the current setup also lets you carry six 3x2 pieces, which is technically forbidden. If nobody cares, that's cool. If it DOES matter, however, then we'll get auto-sorting anyway, and the only real way to justify it is to visually indicate how the equipment is taking up room. Mostly I like the idea because then I don't have to scroll so much to look at everything: the boxes could use the same symbol/color to help identify them on the screen. To be fair, it's not as important as hammering out the rest of the actual game, and the current setup is fine as is.
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