General > Off Topic

Working on a roguelike...

<< < (6/22) > >>

Sereg:
Finally won my own game:
Spoiler (click to show/hide)Autopsy: 12 Feb 2019 14:07:35

Game time played: 0 days 02:11:54.116

Cleared the game on level 14

Total XP: 31647

Equipped Items:
an embermace (+3, 9d2+4) [Slightly Damaged]
<no item equipped>
a Lemurian censer <sacred oil:15%>
a Lemurian noble cuirass [Undamaged]
an amulet of precision

Carried Items:
<25> an oil lamp <no fuel>
<75> an Atlantean soulcradle [Undamaged]
<2> an ancestral pendant
<3> an amulet of focus
<3> an amulet of precision
<10> 2x flask [lamp oil] (70%)
<35> 7x flask [sacred oil] (100%)
<15> 3x flask [fire water] (100%)
<4> 1x vial [medicine] (20%)
<56> 7x clay jar [healing ointment] (100%)

Kills:
68x giant red rat
28x cave worm
9x grave worm
37x tomb serpent
9x swarm of tiny scarabs
4x albino tiger
15x mummified swordsman
2x mummified noble
1x spectral remnant
4x viridian aura
1x Lemurian necrocrat

[checksum: 1f99351d]
--- End code ---


That embermace does *work* against undead - got lucky and found it in a greater vault near the bottom.

Edit:

12 FEB 2019 - Alpha 0.8.3:
   Introduced the Grimoire item type. Currently this only serves as an extra item slot for hosting resistances and other modifiers, but will be expanded in the future. Also introduced several new terrain types, mostly loot oriented. Successfully altering a loot terrain will give a more specific message.
   
This is finally an actual content update and should significantly expand the feel of the game - balancing feedback is always welcome.


Edit:

13 FEB 2019 - Alpha 0.8.4:
   Certain loot containers are now required to generate an item - they may not contain nothing. Fixed a significant bug with Actor tracking that was granting the player extra moves. Implemented the language system, which grimoires now use. Added casting speed. Added element and speed glyphs to the weapon details of the critical info panel in compression mode. Further reduced the condition masks there.

I encountered several vexing bugs while implementing these changes - while I believe I've dealt with them, the nature of the bugs is such that there's potential for more to be hiding, so please be on the look out for anything unusual with this one. Essentially, there was a significant deficiency with a core system of the game engine which had gone unnoticed due to a rather unqualifiable impact up until I introduced some of the features for this release, and while I was able to address it, the fix was not particularly elegant or satisfying. I believe it to be effective, but I guess we'll find out...

Edit:

13 FEB 2019 - Alpha 0.8.5:
   Adjusted the rate of learning for new languages from grimoires. Adjusted sanity costs of discovering dark secrets in grimoires. Fixed an error with language knowledge modification of grimoire stat adjustments.

Short balance pass on last night's update.

Edit:

13 FEB 2019 - Alpha 0.8.6:
   Internalized the settings menu. There is now no longer a menu bar at the top of the window - instead, access the settings menu  by pressing 'm'.

This one's for you, MaiZure. There's no menu bar to go missing anymore - hopefully this allows you to experiment with the display settings and see if it becomes playably legible for you at some point. As always, let me know if something I didn't catch has gone sideways for you.

Tavana:
Downloaded Java 11.0.2 to test this out. Seems to run well for me, at the moment. I tested two levels of the game and then needed to take a break. I could have just left it running, but I normally shut this computer off when I'm not using it.

There appears to be no command to quit a game once started, or for saving/loading. I tried 'Q', 'q', 'ESC' and even 'ALT+F4' to no avail. Had to kill the process in task manager. The game would not boot up properly after this, just showing a blank screen with no graphics. I suspect I will have to restart my computer to get it to work again.

The kerning of your walls of text was a bit odd on my computer. I could read it, but it strained my eyes a bit due to the spacing. Given the feel of your game, perhaps that was intentional?

Unlocking a vault on level 1 worked fine, but man was there a wall of text of my failures. Any chance of when there's a repeated action like that to show "You failed to [do a thing] 147 times." and then either have the interrupt or show a success?

Sereg:

--- Quote from: Tavana on February 13, 2019, 23:14 ---Downloaded Java 11.0.2 to test this out. Seems to run well for me, at the moment. I tested two levels of the game and then needed to take a break. I could have just left it running, but I normally shut this computer off when I'm not using it.

There appears to be no command to quit a game once started, or for saving/loading. I tried 'Q', 'q', 'ESC' and even 'ALT+F4' to no avail. Had to kill the process in task manager. The game would not boot up properly after this, just showing a blank screen with no graphics. I suspect I will have to restart my computer to get it to work again.
--- End quote ---
The commands are 'ctrl-x' to save and quit, and 'ctrl-q' to quit and delete the savefile. Both of these and all other existing commands can be accessed via the '?' help screen - however, you're not the first to encounter trouble with the window's refusal to close. I did intentionally disable that to avoid unhandled exit cases - both ctrl-x and ctrl-q go through specific routines to properly shut down the game, and I suspect that your task manager kill may have caused the game to shut down in a way that left a non-restorable character file. I have had to do this myself but didn't experience problems with startup - for now, I would suggest simply deleting the contents of the SaveData directory, which will allow the game to restart from a blank slate. In any case, this is something I plan to address in the near future.

Out of curiosity, did the game generate an error file in that directory when it failed to start? If so, could you please send me the contents of that before deleting it? It'll help me pinpoint the source of the data corruption and help with any fix I implement.


--- Quote from: Tavana on February 13, 2019, 23:14 ---The kerning of your walls of text was a bit odd on my computer. I could read it, but it strained my eyes a bit due to the spacing. Given the feel of your game, perhaps that was intentional?
--- End quote ---
Not quite intentional, simply a side effect of how the console program I wrote to support the game automatically sizes itself. Again, you are not the only one to have difficulty with the text - much of my development time since first releasing the game here has been on attempts to make the game easier to read =P as a result, there are quite a lot of font options, color themes, and screen resizing tools available to customize the appearance - these are accessible through the 'm' (settings <m>enu) command. Unfortunately, kerning isn't an area I'm very familiar with, so that's the best solution I've come up with so far.


--- Quote from: Tavana on February 13, 2019, 23:14 ---Unlocking a vault on level 1 worked fine, but man was there a wall of text of my failures. Any chance of when there's a repeated action like that to show "You failed to [do a thing] 147 times." and then either have the interrupt or show a success?

--- End quote ---
I should be able to work out a way to do this.


Thanks for giving the game a try - I apologize for the difficulties you encountered; it's still a work in progress, and the reason I posted it here was to find issues that bother other people that I may not have considered, or overlooked due to personal preferences.

I really appreciate your feedback - I should be able to kill the message spam for the next update, and I'll see what I can do about the closing situation in the near future.

Edit: I've got the code for blocking spam messages done and it'll be in the next release. I also think I've found a solution to the closing problem, but I'll need some time to work out exactly how it functions and how I need to implement it to do what I want it to do. However, unless I experience significant difficulty with that, I should also have it available for the next release, which I expect to push later today.

Edit:

14 FEB 2019 - Alpha 0.8.7:
   No longer display the same message repeatedly - instead, if a message is repeating, a count will be kept and displayed when a new message arrives. Amulet of Focus now increases casting speed. Existing magical grimoires have had their modifications improved. It is now possible to close the game safely via the window X button - this will have the same effect as quitting with ctrl-x where applicable.


Edit:

14 FEB 2019 - Alpha 0.8.8:
   Added more info to the help - commands screen. Languages slightly easier to learn. Fixed a crash that occurred if the player removed their weapon other than by equipping another weapon in compression mode. Implemented a new item type to support spell-casting. Reworked and codified display symbols - an overview is available as part of the help screen.


Mostly minor stuff to support eventual full functionality for the grimoire item type. Some display symbols have changed significantly, so those of you who have played before should be wary of that.

Edit:

14 FEB 2019 - Alpha 0.8.9:
   It is now much easier to distinguish walls from all other terrain on the memory map. Fixed a settings menu bug. Updated Grimoire glyph in compressed mode and description in expanded mode. Player now starts with a grimoire. More work to support spell-casting.

Tavana:
Dude, its an alpha, no need to apologise! XD

I didn't see instructions for Ctrl +X or Q in the ? menu, let me look again. Also, good to know about deleting the save file. I'll give that a go if it doesn't load up the next time.

I don't see any obvious error file that has generated, so I'm guessing that none came about. I'll download the newest version and give it a go later.

Tavana:
Error time!

So, the first time I ran your game it displayed the opening screen and then in hung, and I restarted my computer. I figured it had done this due to my literally just installing Java.

This time, I deleted my old directory and installed your new files. Ran it once, it created the Save files and then the first screen had another hang. It accepted ALT+F4 as an input and closed. When I ran again, it apparently detected a save file and would not let me start a new game, I had to continue. It of course had an issue with this, and gave me a red error message. There are more error files than the forum will allow me to attach, so I'll just email them to you.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version