General > Off Topic
Working on a roguelike...
mihey1993:
After trying it for first time, i already have messages i cant fully see ( like when using medicine), and i have managed to generate an error when swapping books - not sure what it did.
Edit: correction - messages seem to display the end of the phrase before it starts.
Edit 2: jars of ointment when used display percentage - but do it quite weirdly (100% - 96% 93 % -next jar)
Edit 3: upon entering a level at some point game locked up spewing error logs at me endlessly, not letting me do anything , not even use controls.
Sereg:
Thanks for giving it a try. The message inversion is a consequence of how I implemented the new text output system for the scrolling message window. I simply failed to test it extensively enough to catch that, so thanks for pointing it out - I'll be able to fix that rather trivially.
Percentages for stackable items actually display the percentage of the entire stack, not the top container. This was a conscious design decision, but it might be clearer if I just showed the percentage of the top container instead... I'll keep it in mind.
Thanks for sending the error logs for the other issues - I'll have a look and see if I can pinpoint the problem. Depending on the severity, I may have a fix tonight, but I can't guarantee it since I unfortunately have other business to prioritize today =\
mihey1993:
Hey, it is fun one:3 especially since assassin garb makes one almost always attacking without repercussions and gives you quite high ability to hit things!
By the way, that is not the only problem i have with the jars and percentage- as i understand it is supposed to show how much use is in the pot correct? however the same percentages were deducted no matter how many jars between 9 and 12 i had. it was always 3.
On other hand, the sanity - i could turn it focus with the soothing potion ,but only once - neither of other used potions put me above stable next time i used them and the interface screw still happened.
Edit: also either game was incredibly generous with oil - or the censer does not really use that much oil outside of study action which often takes almost half my oil out of it.
Sereg:
I believe the reason the percentages behave that way is because I am casting between ints and floats, so some rounding is involved - I don't attempt to be more precise than a single percentage point with that display. Between 9 and 12, the difference of a single dose in the stack generally rounds to about 3%.
Stable describes a reasonably large range of sanity values, and the elixirs only restore a fairly small amount, so it's certainly possible that drinking a single dose of elixir near the top of the mask will push you over to focused, while drinking several containers of elixir near the bottom of the mask won't change the mask at all.
I do intend to be deliberately vague about the exact numerical values of the stats(which is why I use descriptions, not percentage bars or actual numbers), but it probably wouldn't hurt to make the masking intervals a bit more regular.
Drop rates aren't very balanced yet - there's an entirely new class of item that will fill the same loot niche as healing items and lamp fuel currently do, so expect both of those to become sparser in future releases. Also note that the most common type of loot container currently only generates items of those types, so you'll find more healing items and oil than equippable items in general.
I do intend to do a balancing pass eventually, but for now, I'm still working to add content, and I have quite a lot still planned, which is guaranteed to throw off any balance I try to establish now, so for the time being balance will be approximate at best =P
Once again, thanks for the feedback. I had a look at the error logs and I believe I can correct them both relatively quickly, so expect a patch release sometime tonight. I'm glad you had fun playing, and I hope you'll continue to check it out once in awhile.
Edit:
18 FEB 2019 - Alpha 0.9.6:
Handle repetition of invalid commands so as to completely cancel the repetition order. Level title moved to main screen, info retitled with [Detail]. Reworked borders for better consistency and more apparent focus. Reworked stat masks to scale better. Messages now scroll from the top of the window and are printed in proper order.
That should resolve all of the issues you raised, mihey1993. Thanks again for calling my attention to them.
mihey1993:
Fun fact - if you start the game with enemy right next to you and attack it on the very first turn, you receive message "You attack blindly in the darkness". Counterattack - even if you see clear on screen who it is - "Something hits you".
Edit: could not test for longer yet, but when i was having fun reading books, losing all my oil in process, my character symbol changed from expected @ to "
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