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Author Topic: Building a feature list for DiabloRL 0.5.0  (Read 24725 times)

Kornel Kisielewicz

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Building a feature list for DiabloRL 0.5.0
« on: November 28, 2006, 00:25 »

Okay, the engine is ported to Valkyrie and Lua, so it's time to build a feature list for DiabloRL 0.5.0. I have some things already planned, but I would like to know your opinion :). Bear in mind that this will still be an early version, so please don't ask for all te dungeons, additional (beyond Diablo) quests, full magic system etc. I would like to make a list of things that need to be implemented for the DiabloRL 0.5.0 release. Post your proposed list!
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Kornel Kisielewicz

Malek Deneith

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #1 on: November 28, 2006, 01:35 »

Maby you should start with implementing al the stuuf from Jarluf's and THEN think of other things? :P As for stuff in Jarluf's even a few basic spells and all 3 classes working would be nice (also - completly working shops - i.e selling, repairing - FTW :P)
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Kornel Kisielewicz

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #2 on: November 28, 2006, 01:36 »

You misunderstood my question :). I asked WHAT of the standard "Jarulf" features should make it into the 0.5.0 release :D.
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Kornel Kisielewicz

Malek Deneith

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #3 on: November 28, 2006, 01:46 »

Ahhhhh... that's better :) Just give me some time to dig through Jarluf again and I'll give you a complete list in priority order xD
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Kornel Kisielewicz

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #4 on: November 28, 2006, 01:47 »

Great! That's exactly what I need ^_^
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Kornel Kisielewicz

DaEezT

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #5 on: November 28, 2006, 03:20 »

I think it should have:

- Basic magic: That means at least fire/holy/charged bolt as book and on staves + tp scroll
- ranged weapons
- selling, repairing and shop restock
- Min attributes for items should apply
- Additional dungeon stuff (traps, shrines, bookshelves)

That would make all the classes playable and give us an idea what the final game would feel like. IT would still end with the butcher (maybe add level 5 and make the King Leoric quest the end) but imo adding those basic features like magic, ranged and shopping and nicer dungeons are more interesting than running throuch 20 levels without ranged or magic,.
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Malek Deneith

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #6 on: November 28, 2006, 04:07 »

Quote
(maybe add level 5 and make the King Leoric quest the end)
Actually Leoric is level 3 not level 5 - my basic idea (w/o reading Jarluf's just yet) would be what DaEezT said plus:
-quests (there aren't THAT many at the 4 beginning levels)
-random bosses (agien, there is just a few of them, and I don't think any of bosses on those levels has any special abilities so this should be easy)
« Last Edit: November 28, 2006, 04:09 by Malek »
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Malek Deneith

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #7 on: November 28, 2006, 04:17 »

Oh and one more thing - never think of using other music for DiabloRL than one from the original. EVER.
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Kornel Kisielewicz

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #8 on: November 28, 2006, 04:20 »

Oh and one more thing - never think of using other music for DiabloRL than one from the original. EVER.
Find me the tracks in midi or mod, because giving away the mp3's would make Blizzie sue mi in no time :).

Anyway, I WAS thinking about the mid's from BlackThrone (also Blizzard).
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Malek Deneith

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #9 on: November 28, 2006, 04:25 »

The originals are in .wav format. And if thats bad too there are tons of wav/mp3 to midi conventers on the net :P
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Kornel Kisielewicz

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #10 on: November 28, 2006, 04:34 »

Yeah, converters that produce results that would scare my dog*

More serious -- want music in DiabloRL? Then look at those converters on the net, try to do something with them, and post the results. I can't do EVERYTHING :-P.

* if I would have one.
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Kornel Kisielewicz

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #11 on: November 30, 2006, 20:29 »

jus played ut and i cant really siggest anything for this version exept for selling and being able to attack diagonally. there really isnt much that i can suggest with the demo rouguelike version.
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Igor Savin

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #12 on: December 01, 2006, 11:52 »

Can't you attack diagonally using numpad?
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DaEezT

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #13 on: December 01, 2006, 11:58 »

Can't you attack diagonally using numpad?

You can.
Just remember to turn off numlock.
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DarkStar

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Re: Building a feature list for DiabloRL 0.5.0
« Reply #14 on: December 03, 2006, 04:02 »

Glad to see you started working on this again!  Looking forward to playing and posting bugs.

One suggestion I did have is to add a '?' or 'h' command that would print the key usage or a screen of directions.  I know there is a readme file but for a new player they might not read it.  Most people might try those keys to get help.  Just an idea.

Keep up the good work!

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