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Working on a roguelike...

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Sereg:

--- Quote from: mihey1993 on March 04, 2019, 06:03 ---Finally got to trying out the newest version - was surprised to find containers are now actually locked it seems? at least if you dont seem to damage a container message is anything to go on.
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Everything that can be altered has a difficulty associated with it - empty containers are alterable because they have a small chance to spawn anywhere, so if they appear in a corridor the player needs a way to clear them. The difficulty to destroy an empty container is very low with respect to other alterable terrain, but it is still possible to fail and generate that message.


--- Quote from: mihey1993 on March 04, 2019, 06:03 --- was a bit surprised by text log structure too - with x111 and so numbers being detached from what they are supposed to relate to.
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Numbers are disassociated because they are only produced once an action is finished - I should be able to combine them into one message by reordering the logic, though.


--- Quote from: mihey1993 on March 04, 2019, 06:03 ---Now i see there is small "this weapons seems to be very effective against this opponent" - helpful and nice touch! it sure helps figuring out what works on what!
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Yes, weapons (and spells) will now indicate whether they are effective or not against a particular target. Currently this is not tiered - a weapon that does 5x damage and a weapon that does 1.1x damage will still produce the same message. I'll probably update with a greater range of messages later, but for now there is an indication of whether your attack is working well or not.


--- Quote from: mihey1993 on March 04, 2019, 06:03 ---If last time all i had was fuel and healing items, this time I had almost all ingredients for things i do not know of yet:D
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These are reagents for spell casting. Your starting grimoire doesn't require very many of them, but if you locate some of the other grimoires, you will find a use for them... Every grimoire currently in the game has a set of fully functional spells associated with it, and more are coming ;)


--- Quote from: mihey1993 on March 04, 2019, 06:03 ---I never knew that having 0% oil in the lamp meant there is still some oil for it to light my way:D
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0% means there is still some fuel left, or the fuel container itself would be gone - it's possible to show up this way because I use integer division to get the percentage, which means anything after the decimal point is ignored, so if you have less than 1% remaining, it will show up as 0%. I suppose I could give some precision now that my new display format is less greedy about screen space.


--- Quote from: mihey1993 on March 04, 2019, 06:03 ---Looking in the rooms with slow phlogiston in your oil lamp makes it very jarring and heavy on the eyes sadly.
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Hmm, what about the slow phlogiston is jarring? It's the exact same color as the bright phlogiston, just a much smaller light radius. It's meant to be sort of a trade off - you can make the bright stuff, which is significantly brighter than normal lamp oil but burns twice as quickly, or you can use slow phlogiston to create a much slower burning fuel at the cost of some visibility. I don't know that I can do anything to make it less jarring while still preserving this balance, unless you mean that in a different way then I am understanding.


--- Quote from: mihey1993 on March 04, 2019, 06:03 ---edit: it seems that if you accidentally tries to alter the enemy, it still wastes your time and produces "enemy interrupts you!" message as well as letting them score a hit on you.

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Yes, it looks like a failed alter attempt was going ahead and using the full alter time cost. It now reverts to a pause action, which is also what happens when you walk into a wall, and has a much smaller cooldown to your next action. This, along with the rejoining of counts with messages, will be live in the 1.1.1 release - hopefully sometime tonight.




mihey1993:
Well, as i am currently running through it a second time i can answer better - as less potent oil have range of five, when you approach a room, you "suddenly" discover it is bigger than what you see when approaching it which on my monitor was always very sudden. as i played with contrast tho i managed to make it more easy on the eyes.

I am still advocating for spell to gain more mercury to be cheaper:P Or finding mercury or creating it without using it:P I wish to try out full on spellcaster sometime :D

As of current run, i have found out that the clear liquid when used is used in odd percentages, always different.
Unlike other currently percentaged items.
Edit: this time rng was even less nice towards me. Didnt find many good weapons, nor healing items and no luck with books either.
Spoiler (click to show/hide)Autopsy: 04 Mar 2019 18:54:03

Game time played: 0 days 03:40:23.785

Killed by mummified swordsman on level 10

Total XP: 6736

Equipped Items:
an ancient falchion (+2, 4d6+4) [Moderately Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <slow phlogiston:79%>
a Harappan hunter's outfit [Severely Damaged]
an amulet of precision

Carried Items:
<210> an ancient khopesh (+3, 2d8+2) [Undamaged]
<330> an ancient chestplate [Undamaged]
<330> an ancient chestplate [Heavily Damaged]
<375> a Lemurian noble cuirass [Severely Damaged]
<6> an ancestral pendant
<50> 5x flask [sacred oil] (100%)
<10> 1x flask [fire water] (100%)
<8> 1x flask [slow phlogiston] (100%)
<3> 1x vial [mercury] (3)
<4> 1x pouch [bone dust] (40)
<72> 9x casket [Lemurian incense] (108)
<21> 7x vial [scarab ichor] (140)
<40> 8x cluster [foam-scoured shells] (120)
<42> 7x sac [worm bile] (126)
<14> 2x beaker [cobra's milk] (32)
<5> 1x hourglass [prismatic sand] (22)
<54> 6x satchel [whalebone] (24)
<8> 2x oyster [moon pearl] (32)
<2> 1x strip [ancient serpent scales] (10)
<7> 1x pouch [frost mushrooms] (7)
<6> 1x shard [splinters of obsidian] (6)

Kills:
74x giant red rat
11x cave worm
9x grave worm
17x tomb serpent
3x swarm of tiny scarabs
2x albino tiger
2x mummified swordsman
1x mummified noble
1x spectral remnant

[checksum: 464182ca]

Sereg:
Hmm... I don't really know that I can do anything about that other than give all lights larger radii... but since I eventually intend to introduce much larger rooms, the problem won't actually go away by doing that. In the current map generation theme, Catacombs, everything is very close together, but future themes will have bigger rooms, corridors, or be entirely open, so lighting will actually just illuminate a circle around the player, as it does now in very large central chambers.

I presently have no plans to introduce anything like a class system - you're one person exploring a massive ancient dungeon complex with very limited supplies, and you have to make do with what you find. It might be possible that in some far distant update I'll have something like DRL's Marine/Technician/Scout option, and maybe the Mage version will have better reagent drop chances or use fewer of them... but like I said, there are currently no plans for this. I actually considered something like that when designing the game(Soldier/Alchemist/Cleric), but went with the current system instead - I didn't want to overcomplicate game balance by accomodating too many different options, preferring to focus on my own priorities - the sanity system, or the grimoire system, or the many lighting options, for example.


As far as balance goes, there's a lot of work to be done - I think once I finish the bulk of the work on Layer 1(the catacombs theme), I'll try to do a balance pass, which may affect your mercury, or the way the RNG doles out items, so definitely keep the feedback coming in that regard, but I probably won't do too much to balance it until I have all of the elements in play that I'll need to balance.

Edit: What do you mean by clear liquid? The sanity restoring items? If so, what percentages are you experiencing? Those only have 2 doses, unless you find the rarer version, so percentages shouldn't be too weird on that item...

mihey1993:
By that i mean that while healing jars now work on showing you percentages of topmost jars, clear elixir seems to behave on old scheme - which is overall percentage of all the liquid u got:3

Sereg:
Odd, since I hadn't changed any item yet.

What I'll probably do is what I did for reagents - show the total unit quantity available rather than masking with a percentage.

Edit: Fuel still displays as a percentage, since this is slightly more valuable than the raw data, but other items of this type now simply count their remaining doses.

As with the other changes, this will be included in the A1.1.1 update.

Edit:
04 MAR 2019 - Alpha 1.1.1:
   Choosing an invalid target with the alter command now replaces the command with a pause similar to walking into a wall. Message repetition counts are now attached to the messages they correspond to. It should now be possible to close the game window even in the event of a fatal crash. Non-fuel flasks display dosage rather than percentage now. Implemented temporary effects for melee attacks. Added new monster Vitriol Serpent with a poisonous attack. Effectiveness masks on attacks offer a greater variety of information. Wrote lore and implemented all spells for new Harappan tome Arcanium of Dholavira. Fixed a bug where the cursor was no longer allowing targets to be selected. Cursor may no longer be moved outside of the game map. Added new monster Corpse Leech.

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