General > Off Topic
Working on a roguelike...
Sereg:
No worries, thanks for checking it out again.
In a096, I don't think grimoires had much functionality beyond some stat modifications - in the current release, the starting grimoire now enables spell casting(I haven't implemented reagents or spells for the other books yet).
I've fixed the typo and brightened up the color of Mundane rarity items in the current development version, so these changes will make it into the a101 release.
I actually had a lamp go out on me during a repeated action, so I've now finally experienced this myself - but I still don't know what could be causing it. When I have a chance, I'll thoroughly examine the checks it makes and see if I can find out which one is failing and why.
Edit: Good news - the light engine overhaul was much simpler than I expected - this will increase efficiency on slower computers at the very least, and I expect it will also address the remaining lighting oddities. I think I may also have found the reason that lamps weren't reporting running out of fuel. Both of these fixes will be live for the next release.
Edit:
24 FEB 2019 - Alpha 1.0.1:
The engine now only updates the data it uses to draw the player view when necessary. Adjusted the logic and ordering of the lamp burning code to address the occasional failure to report running out of fuel. Silver Bullet now functions as a projectile. Spell animations will appear on the screen to illustrate the effect and trajectory of the spell. Magic damage now routes through a standard pattern like melee. Added a new Legendary armor type which enhances magical abilities.
Edit:
24 FEB 2019 - Alpha 1.0.2:
Added a large selection of reagents for future spells. Urns are now guaranteed to give at least one item and may give more. Added new rare super-urn capable of giving large quantities of rare reagents. Vaults are slightly more common. Corrected a bug where reagents were not being consumed correctly. Corrected a bug where the screen was not being properly drawn on the player's turn. Fixed a bug where attempting to open a broken door gave the wrong message.
ZicherCZ:
Hey Sereg,
I got around to try your game at version A102. On a best run so far, I managed to get to floor 11, but shortly afterwards, after killing a few monsters there, the game froze entirely (I think that killing a tomb serpent was the very last action prior to the freeze).
Closing the game window generated the char.sav and game.sav files, attached. Launching the game again allowed me to continue the game with no ill effects.
Otherwise, good job. The game breathes Lovecraftian atmosphere, so I will definitely give a few more shots.
Edit: I just happened to "start seeing red", and I must say that the red overlay is quite heavy on the eyes. I would suggest a darker shade. Also, after the effects ended, only the area of my light radius was drawn normally, the rest of the level was still drawn red. Upon my next action, the rest of the level was also drawn normally.
mihey1993:
Second the red filter - it was straining my eyes as well.
ZicherCZ:
Hey Sereg,
in addition to my bug posted earlier today, another error was generated when I was trying to unlock a single-locked door on floor 1. The error log file suggests a division by zero. The game allowed me to continue playing afterwards.
Screenshot and error log are attached.
Sereg:
Hey ZicherCZ, thanks for giving the game a try.
I ran the game from the files you sent, but as you pointed out, the game resumes without trouble when loading from them, so I am not sure what caused the hang in the first place... I'll keep an eye out for it, but I'm not entirely sure where to start. Was the kill immediately prior to the crash? Was it with melee or magic?
Edit: It looks like you had actually started to hallucinate just before the crash - I wonder if that's the culprit... hallucination was built on the original lighting engine, so it's possible there are points of failure that came about during the transition. I'll inspect that when I get a chance - meanwhile, please keep me posted if anything similar happens again.
I'm glad you like the atmosphere - Lovecraft is very definitely an inspiration for this game, so it's good to hear that I've captured that inspiration well enough to convey it to the user that strongly. I've also drawn from derivative works like Deathstate and Eternal Darkness, and of course DRL is a big inspiration for many of the gameplay concepts, but Lovecraft's cosmic horror is the basis of the setting and what exists of the lore so far. Unfortunately, my own writing is nowhere near the level of his, but I hope it doesn't come off too badly.
I've updated that sanity effect to use a much darker shade of red, and it now also only affects the player's memory and sight, rather than the entirety of the undrawn viewspace. While it is meant to be an impediment to natural gameplay, it's not meant to physically harm the player - just his character =P I definitely appreciate feedback on stuff like this, so thanks to you and to mihey for reinforcing it.
Thanks for sending the screenshot and error log on the other bug. I have to say, that division by zero occurs at a very unusual place in the code - the line it references directly follows another line which checks that the divisor is non-zero, so I can only speculate that there might be some sort of obscure race condition I'm unaware of in how the JVM handles the code. In any case, I've rewritten that section of code to treat the error differently, which I believe will solve the problem.
These fixes will be present in the next release - unfortunately I'm not able to send that up just yet, but once I have a bit of free time this evening I should be able to get that uploaded.
Thanks again for checking it out - I hope you'll continue to enjoy it.
Edit:
25 FEB 2019 - Alpha 1.0.3:
Fixed a divide by zero error in the lighting engine. Adjusted bloodsight hallucination to a much darker shade of red, which only affects player vision and memory. All sanity effects are now triggered and progressed by player movement, and will now persist even when saving and exiting.
Edit:
25 FEB 2019 - Alpha 1.0.4:
Weapons can now do extra damage to certain types of enemies. Three new weapons and one new armor added. Wrote Lore for Black Moon Grimoire. Added the first batch of spells to Black Moon Grimoire. Fixed a bug in the lighting engine which sometimes hid items on the ground unnecessarily. Expanded Reagent description in casting menu.
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