Chaosforge Forum

Other Roguelikes => DiabloRL => Topic started by: Kornel Kisielewicz on November 28, 2006, 00:25

Title: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz 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!
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Malek Deneith 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)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz 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.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Malek Deneith 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
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on November 28, 2006, 01:47
Great! That's exactly what I need ^_^
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: DaEezT 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,.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Malek Deneith 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)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Malek Deneith 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.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz 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).
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Malek Deneith 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
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz 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.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Goremaster 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.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Igor Savin on December 01, 2006, 11:52
Can't you attack diagonally using numpad?
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: DaEezT on December 01, 2006, 11:58
Can't you attack diagonally using numpad?

You can.
Just remember to turn off numlock.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: DarkStar 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!

Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on December 03, 2006, 05:04
Yes, that's a valid suggestion -- while making the 7DRL version I hardly had time about thinking about such things as help :-P
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: pcentella on December 08, 2006, 16:05
Find me the tracks in midi or mod, because giving away the mp3's would make Blizzie sue mi in no time :).
Well, you could grab the mp3's directly from Blizzard themselves. :-P

http://www.battle.net/supersecrest/intro.mp3
http://www.battle.net/supersecrest/town.mp3
http://www.battle.net/supersecrest/dungeon.mp3
http://www.battle.net/supersecrest/catacombs.mp3
http://www.battle.net/supersecrest/caves.mp3
http://www.battle.net/supersecrest/helloriginal.mp3
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on December 08, 2006, 16:25
Woah! Great news, thanks for the links :D
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: DinthKSC on December 12, 2006, 01:31
Linux port please :)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on December 12, 2006, 03:31
Will be ;]
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on December 14, 2006, 10:32
I would be happy to see (in addition to DaEezT's proposals):
- magic items to buy at shop(s) (I don't know if you plan to enhance Adria or add Wirt soon, but Griswold could sell some premium stuff ;) )
- attribute mods to work properly (schnaader already posted (http://forum.chaosforge.org/index.php?topic=419.msg3852#msg3852) this bug)
- ability to exit character screen after level-up without allocating all bonus points (that's a bug, not a feature, I know ;) )
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: nokturnal on December 27, 2006, 16:32
i finally found the roguelike i've been looking for so long!! :)
i like the easy inventory system compared to most roguelikes! how about auto pick-up for gold & townscrolls tho?
i'm a major diablo2 freak, i'd love to see some features from that? (or thats the next project maybe? :))
i was mostly thinking about yellow "rare" items, and of course teh stash! (set items would be pure gold!)
the items is really the core of the diablo imo, so more development in that area is what i'd like most!
and why no blood & gore like doomrl? :D

also, i suppose youre already working on dungeon stuff, but maybe some variation in color? i was thinking about floor/wall differences aswell as between levels..
oh, is that an unfinished xp progress bar by the health? *crosses fingers and hopes*
and finally, plans for tile support? ;)  i would love to tinker with that! also, mini-diablo style char-inventory would be so cute!
looking forward to future versions!

EDIT: btw, have you tried the rl 3059? tho in a future setting, it has diablo style items and resistances ..maybe some snaggable ideas there :P
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: TFoN on December 28, 2006, 07:52
I'm trying to DL the mp3 files, but the page doesn't seem to be coming up. Anyone else facing that?
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on December 28, 2006, 09:33
Um... no?
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Zephyre Syx on December 28, 2006, 16:19
I'm trying to DL the mp3 files, but the page doesn't seem to be coming up. Anyone else facing that?
Save target as is your best option.  But due to the nature of cutting short from the full download (if you got dial-up) you might have to try a couple of times.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: nokturnal on December 30, 2006, 22:45
another (small) idea spawned while playing doomrl:

in d2 items can have the modifier 'x% chance to cast level x frost nova' (there's also a poison nova skill). well i just thought it would be cool to implement those in diablorl, then use the same cool effect/code you use in doomrl for the exploding barrels, only originating from the player instead, and not exploding the walls then .. :)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: TFoN on December 31, 2006, 13:32
Well, I'm not sure what the problem was, but it seems to be working now.
Thanks, anyway :)

in d2 items can have the modifier 'x% chance to cast level x frost nova' (there's also a poison nova skill). well i just thought it would be cool to implement those in diablorl, then use the same cool effect/code you use in doomrl for the exploding barrels, only originating from the player instead, and not exploding the walls then .. :)
Nova spells from D1 (and Poison Nova/D2) aren't the same as barrel explosions - they aren't realy circular, but seem to be pronged (and often miss at long range), and strictly effect-wise, none of them are filled IMO - they expand like baloons.
Other than that, it only seems natural to me that one of Diablo's most famous spells will be included in the roguelike :)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: nokturnal on January 01, 2007, 12:44
Quote
Nova spells from D1 (and Poison Nova/D2) aren't the same as barrel explosions - they aren't realy circular, but seem to be pronged (and often miss at long range), and strictly effect-wise, none of them are filled IMO - they expand like baloons.
Other than that, it only seems natural to me that one of Diablo's most famous spells will be included in the roguelike :)

im sorry it my laft post was unclear or anything, i obviously didnt mean just copy/paste the effect into diablorl, rather use the effect to create something that looks like the frost/poison nova. the reason frost nova miss at long range is cuz they have an outer radius ..like the barrel explosion, only smaller. poison nova doesnt if i remember correctly, and goes off screen. no they are not entirely filled ..again i didnt mean just to copy the effect..
when it comes to the circular part .. i dont know what (kind of monitor) your'e on :P, but they're pretty darn circular over here:

http://www.blizzard.com/diablo2/screenshots/sor-ss01.shtml
http://www.blizzard.com/diablo2/screenshots/nec-ss04.shtml
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on January 01, 2007, 17:32
I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo. DoomRL has monsters from both Dooms, but the situation is quite different, because the first and the second part of Doom didn't differ much. Diablo II is completely different, so I suggest keeping DiabloRL as close to original, as it can be. New features like experience bar would help, though.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on January 01, 2007, 17:43
Actually there are a few features of Diablo II that I would like in DoomRL -> like the fun additional items, or the way levelling works (the skill-tree)...
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: DaEezT on January 02, 2007, 03:59
I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo.
I basically agree with you. D2 was not nearly as much fun as the first one was and to me that was because of all the restarting crap (see my previous posts). It was unbalanced and just designed to keep people playing to collect all the fancy items while D1 had a story with nice sidequests and well balanced gameplay.

Actually there are a few features of Diablo II that I would like in DoomRL -> like the fun additional items, or the way levelling works (the skill-tree)...
Hooray for the skill tree \o/
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on January 03, 2007, 07:42
Actually there are a few features of Diablo II that I would like in DoomRL -> like the fun additional items

Do you mean sashes or gauntlets slots in inventory or set/rare item types?

I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo.
I basically agree with you. D2 was not nearly as much fun as the first one was and to me that was because of all the restarting crap (see my previous posts). It was unbalanced and just designed to keep people playing to collect all the fancy items while D1 had a story with nice sidequests and well balanced gameplay.

So I think that Kornel should create great, atmospheric and never-to-be-forgotten DiabloRL and then (after many years, of course) make (money on) widely advertised sequel with tiles, 3d sound and 1000 new items, monsters and spells with multiplayer mode for all the children who don't care about classics and say that special effects are the most important ;) Not to mention ergonomic interface (wsad and an action key which does anything apart from moving).
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: TFoN on January 03, 2007, 09:18
when it comes to the circular part .. i dont know what (kind of monitor) your'e on :P, but they're pretty darn circular over here:

Although the only thing my computers're on is psychodelics (which may explain why one has sound and the other one works normaly :P ), I was talking about Nova/D1, Immolation/Hellfire and Poison Nova/D2:
Nova spells from D1 (and Poison Nova/D2) aren't the same as barrel explosions - they aren't realy circular, but seem to be pronged (and often miss at long range), and strictly effect-wise, none of them are filled IMO - they expand like baloons.
The screenshot shows PN alot more crowded than I had remembered it, though.


(That aside,) IMO character design should be pretty linear with D1 (no skill trees, simple percentile to-hit), but various weapon enchantments from D2 I find worth using, including rare weapons.
And I certainly agree the (horror-gore) atmosphere should be replicated and anhanced! It's what made D1 much more alive (ironically :P ) than D2.
If skill trees will be implemented, why not make it work side-by-side with books? If the mage wears full plate, the fighter should cast fireballs.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: nokturnal on January 03, 2007, 16:44
Quote
I was talking about Nova/D1, Immolation/Hellfire and Poison Nova/D2:

well duh, i posted about the feature, and I was'nt talking about D1 8-)

and i really cant understand those of you who praise diablo 1 so much (for other than nostalgia reasons), imo its nothing but a demo of diablo2. is it cuz so many kids play it (EDIT: d2 that is..)? someone mentioned story? ..c'mon d2 has more story than that, and who cares about story in a dungeon crawl game anyway?
those of you who thought d2 was unbalanced, you played it when it first came out, or?
cuz i really cant think of no other game patched so notoriously gameplay wise. since v1.09-1.11 with (skill synergies etc), its imo one of if not the best balanced and replayable game out there..

and the d2 skill tree is the most brilliant one i've seen yet, an absolute must in my book!

oh, btw Kornel, no chance of a shared shash? :D or at least some way to pass at least a few cool items from one character to another (mostly thinking about class specific stuff, if that is on your list), like the Heirloom in FATE or something
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Adral on January 03, 2007, 17:27
and i really cant understand those of you who praise diablo 1 so much (for other than nostalgia reasons), imo its nothing but a demo of diablo2. is it cuz so many kids play it? someone mentioned story? ..c'mon d2 has more story than that, and who cares about story in a dungeon crawl game anyway?

Hey, different people just have different tastes, you know, and yours is no better than mine or than any other. That can also be applied for every person out there, including me :).

In my opinion, I don't care for Diablo 1, but I can understand people might enjoy a simpler game just because sometimes one wants to have a simple time, without worrying. And about story, well - I certainly enjoy a good dungeon crawl because of gameplay mechanics, items, characters, replayability, etc., but if it also has a nice story, it's just better! That's why I spent so many hours playing ADoM :P.

But sometimes it's true that you just want to get into the game and go screw up the story, so just add a "skip cutscene" option :P.

and the d2 skill tree is the most brilliant one i've seen yet, an absolute must in my book!

With this I agree with you: a well done skill tree, balanced so every skill can be useful in a certain build, it's very fun to use in order to get a nice character from the ground up. In this case, Diablo 2 (the latest version, that is also the most polished one, as you noted out) is a good example to follow. Also, another thing I like about it is that it's not overly complicated because skills are presented step by step, and you can have "higher-tier" skills without worrying that they are not balanced with other, "lower" skills.

The downside is that a narrow skill tree (be it intentional or unintentional, like having lots of useless skills) or a skill tree with lots of prerequisites just kills the replayability, because you are often forced down on the same route on each game which is boring. Also it's important that no skill becomes useless on the course of one game, or you just get that sensation of having wasted your points.

But since Kornel has so good ideas for his games, go skill tree, go!
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on January 04, 2007, 03:39
Heh, DoomRL's traits are simple (wide and short) skill tree ;) I know little about new (beta) version traits, but if some require couple of prerequisites, that tree is growing :)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Supernaut on January 04, 2007, 11:12
Well it depends on how much would YOU like to add. I don't think that i would need more classes at the time, more importantly i would use sell & repair at shops + restock of wares. You could add bows and magic without implementing new classes  (i believe).
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Zephyre Syx on January 04, 2007, 16:54
Who's nice enough to list all the suggestions so far to include in 0.5.0?  That way we could organize and see what we have.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Supernaut on January 05, 2007, 02:50
Here's the list for now on:

Regarding shopping:

-Sell/repair stuff
-Restock at shops
-Premium/magic items
-Other shopkeepers

Items&magic stuff:

-Basic magic system incl. books, scrolls and staves
-Attribute mods working correctly
-Ranged weapons (i mean, basic, you know;) )
-Minimum attribute requirement for items
-Set items
-Stash

Dungeons:

-More quests
-More dungeon levels
-King Leoric Quests
-Traps, Bookshelves, Sarcophages, Vaults and whatever there was in original Diablo
-Random Bosses
-Item drops from Bosses

Miscellaneous:

-'h' or '?' key for help
-Skill tree
-Sounds
-Getting rid of all the bugs


At the time you should add only the most important features. In my opinion these will be:

-Sell/repair/restock
-Basic Ranged/Magic
-Maybe increase dungeon levels and difficulty by x % ;) so that game would be a little bit challenging at start :)
-Increase the number of weapons and make them differ a little bit more from each other

I hope it is not too much. And of course, if you add more, it will be very welcome:)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Supernaut on January 05, 2007, 03:04
and i really cant understand those of you who praise diablo 1 so much (for other than nostalgia reasons), imo its nothing but a demo of diablo2.  ..c'mon d2 has more story than that, and who cares about story in a dungeon crawl game anyway?
those of you who thought d2 was unbalanced, you played it when it first came out, or?
cuz i really cant think of no other game patched so notoriously gameplay wise. since v1.09-1.11 with (skill synergies etc), its imo one of if not the best balanced and replayable game out there..
and the d2 skill tree is the most brilliant one i've seen yet, an absolute must in my book!

IMO :

Diablo 2 has no replayability for me whatsoever. Seriously I find it boring after I beat the game for the 1st time. I don't like Multiplayer mode either. It is not better than in any freeware MMORPG available on net. Items are loads of fun at start, but then it comes only to searching for set items, which, considering rare drops from ANY monster and even chests, becomes ultra - boring over time. The same applies to skills, also because some of them are only upgraded previous skills. The gambler which is additional shop in D2 is a very stupid idea. That means you can't have really good premium items in normal shops, like in D1, but you have to pay ridiculous amount of cash, only to find that the item wasn't of any use at all.The story in D2 really has no feeling at all, and that's exactly why it sucks. Sure it is bigger, more detailed, and more original but it lacks atmosphere.

It's nice to have good ideas in a game, but when it becomes ultra - boring over time, it's not that good.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: nokturnal on January 05, 2007, 03:26
Quote
The gambler which is additional shop in D2 is a very stupid idea. That means you can't have really good premium items in normal shops, like in D1, but you have to pay ridiculous amount of cash, only to find that the item wasn't of any use at all.

this i agree with, even tho i find gambling all your money away in d2 quite fun, i'd much rather have a better shop with a rare item or such, from time to time..
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on January 05, 2007, 04:18
Regarding shopping:

-Other shopkeepers

Do you mean Adria and Wirt or whole bunch of new salesmen? :P

Items&magic stuff:

-Set items

Ok, but what's with the rare type?

At the time you should add only the most important features. In my opinion these will be:

-Maybe increase dungeon levels and difficulty by x % ;) so that game would be a little bit challenging at start :)

Hmm... The game is now quite boring but you're right, if all these features are implemented, the game will be too easy. Now the only problem is lack of potions at the start (beacuse of crappy weapon/armor and getting hit by scavengers :P ).

-Increase the number of weapons and make them differ a little bit more from each other

Do you mean adding completely new weapons or just adding more from the original?
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Supernaut on January 05, 2007, 06:14
Hmmm i mean adding different weapons like different hammers, knives, staves, and stuff. Right now you only have swords, which all do similar damage.  Make them do different damage or maybe hit more/less time per turn, because i think they are not hmmm recognisable? At the time.

And you know, for me the game wasn't quite boring as i completed it in 15 minutes. I didn't have time to got bored.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: vodnyk on January 05, 2007, 07:03
As I play through I really miss WAIT button :-) - easy to implement, great help while playing.
Much harder would be my second feature: Timing. I think that ADOM has one of the best systems how to bring action in turn based enviromet. How it works(schematically): every creature (including player) have its own speed (say 100). each TICK you get so many action points(AP)into your 'APs bank' as is your speed. When you want to attack or move etc. you have to pay it with your APs. Example:Normal attack cost 1000 AP, slow attack 1200AP, casting(for warrior)1500AP, casting for mage 800AP. Every TICK when you have more then 1000 AP you can act, APs are substreacted (you can have - APs) and you(the creature...) are waiting till your APs are above 1000. On the first wiew it looks complicated, but it looks really cool when it is working, you can add lot of features(see - different casting/attacking rates for classes) not only zombie acting every second turn.
I thought about this system and I see possibility for little change, which brings situations like "interrupting attacks". When your APs are above 0 you can act(walk, attack, cast) but the efect is NOT immediate, but it  takes place after your APs are again above 0. If someone attacks you in this time, he can interrupt (with some probability) your effort. Of course it aplies to creatures as well...
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on January 05, 2007, 17:06
vodnyk, I think that time, energy or how you call it based turn system is already implemented. It's just not used much (and thus noticable), beacuse of early stage of game development.

Supernaut - the game is not replayable for now, try to complete it several more times. I'm sure you'll get bored ;)
More weapon types - strongly needed, not so hard to add. Would be nice variation even if there were no other classes than warrior.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Supernaut on January 06, 2007, 07:25
vodnyk, I think that time, energy or how you call it based turn system is already implemented. It's just not used much (and thus noticable), beacuse of early stage of game development.

Supernaut - the game is not replayable for now, try to complete it several more times. I'm sure you'll get bored ;)


No thanks. This is a demo version, and it lacks all the features. Kornel asks us what we think about it. I don't need several attempts playing it, to say what i think about it now. If you consider that this is only a preview of how the game will be, this is not that bad at all.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: TFoN on January 06, 2007, 11:11
If I've understood the system, you can all create weapons by adding them into the open data files.
I haven't tried yet, but it seems to be the reason the Carceri engine uses/will use them - they're simple to add things to.

Now, regarding all the terrible things said about Diablo [1] :) :
Diablo was and is an amazing blend of game and ATMOSPHERE - I don't want *all* my games to be skill- and action-based, Diablo's a horror-gothic themed game of very high quality, and is as capturing as any book.
Diablo 2, although I like it very very much, is *nothing* like that. There's been so much effort put into the 3Dish graphics and multiplayer balance, that the smooth, dark, painting-like graphics that are in Diablo are lost almost completely. Sure you can see what the guy's wearing, and sure it might be worth using, but it also might look rather ludicrous, taking away alot of feel.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Ugm on January 06, 2007, 17:14
Supernaut - the game is not replayable for now, try to complete it several more times. I'm sure you'll get bored ;)


No thanks. This is a demo version, and it lacks all the features. Kornel asks us what we think about it. I don't need several attempts playing it, to say what i think about it now. If you consider that this is only a preview of how the game will be, this is not that bad at all.

Well... I suppose that you've taken my words too seriously. Don't you see a smiley at the end?
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Supernaut on January 08, 2007, 08:53
I do but i use smiley when using irony as well;) .

TFoN

EXACTLY!
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: you on January 17, 2007, 19:26
Find me the tracks in midi or mod, because giving away the mp3's would make Blizzie sue mi in no time
What can you say about ripping out music from PSOne version of Diablo? Psf dumps weight really a little, all that you need is using library for psf playing. So, we'll have original music and not so big size...
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Igor Savin on January 17, 2007, 22:25
Find me the tracks in midi or mod, because giving away the mp3's would make Blizzie sue mi in no time
What can you say about ripping out music from PSOne version of Diablo? Psf dumps weight really a little, all that you need is using library for psf playing. So, we'll have original music and not so big size...

Read the original quote once again. It's the copyright problem we're facing here.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: TFoN on January 21, 2007, 13:51
What about asking Blizzard for the rights? Though it's sad how many companies treat [non-profit] tributes, and AFAI've understood, Blizzard's no exception...
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: you on January 25, 2007, 20:16
What about asking Blizzard for the rights?
As I know from one game-zine, only Nintendo hate people who ripping and using their music. Blizzard usually don't worring about this.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Const on September 06, 2007, 05:15
Some features:

- if ranged weapons added, then add ranged-attack enemies also
- if magic added, add magic resistance to enemies
- add rings/amulets
- add look mode
- add different speeds to weapons
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: archaon on September 10, 2007, 10:55
I wouldn't mind making some scary sounding MIDIs, though it wouldn't necessarily be Blizzard/Diablo, I guess it would fit the theme.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on September 10, 2007, 16:18
If it would be in the spirit of the original soundtrack it could work.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: archaon on September 10, 2007, 17:04
Great. :)

*boots up GuitarPro*
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Rola on December 25, 2007, 13:31
What about asking Blizzard for the rights?
Reminds me of a certain website which publishes game manuals in PDF - they received request from Blizzard to remove all their manuals. However (after writing them back?) they were eventually granted permission to host them "The only requirement would be to include the proper copyright and trademark information to avoid any legal issues."
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Kornel Kisielewicz on December 25, 2007, 17:33
Rola, did you get my email?
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: DinthKSC on January 19, 2008, 11:33
Oh and one more thing - never think of using other music for DiabloRL than one from the original. EVER.

I think that better idea is using orginal diablo remixes from OC Remix
http://www.ocremix.org/googlesearch/?domains=www.ocremix.org&q=diablo&sitesearch=www.ocremix.org%2Fremix%2F&client=pub-1568453463026512&forid=1&ie=ISO-8859-1&oe=ISO-8859-1&cof=GALT%3A%238C8995%3BGL%3A1%3BDIV%3A%23FFFFFF%3BVLC%3ADF7500%3BAH%3Acenter%3BBGC%3AFFFFFF%3BLBGC%3AFFFFFF%3BALC%3ADF7500%3BLC%3ADF7500%3BT%3A000000%3BGFNT%3ADF7500%3BGIMP%3ADF7500%3BFORID%3A11&hl=en
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: kyosenmurasame on July 15, 2008, 11:24
hey dudes! i think we're forgettin' something... Let's talk about ideas for the 0.5.
What about a "simple list" of commands, like DoomRL? I think this is a Roguelike game based on the original Diablo, not Diablo converted on Roguelike. Kornel's workin' is GREAT.
The possibility of continue the game in the way of the RL is possibly the prettiest, isn't it?
Hail to Mr. Kisielewicz, God of Programmers!
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: you on January 12, 2010, 11:12
Hi all, You making her very own version of DiabloRL and You want to ask You about some things.
1) How to indicate somebody's hp status, by RLG-like messages (unhurt, slightly wounded, etc) by drawing some kind of ASCII-lifebar, or anyhow else?
2) Ranged attacks. Can heroine, rounded with hordes of enemies shoot them off or she must go in melee? What is the range for an arrow?
P.S. Please, sorry You for her ugly english.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Tavana on January 12, 2010, 15:18
Hi all, You making her very own version of DiabloRL and You want to ask You about some things.
1) How to indicate somebody's hp status, by RLG-like messages (unhurt, slightly wounded, etc) by drawing some kind of ASCII-lifebar, or anyhow else?
2) Ranged attacks. Can heroine, rounded with hordes of enemies shoot them off or she must go in melee? What is the range for an arrow?
P.S. Please, sorry You for her ugly english.
Glad to hear someone else thinks DiabloRL needs some love. ;)

#1 - think of it as a range from Unhurt to Dead. Slip in other indicators in the middle. I've seen people get away with just "Unhurt, wounded, near death, dead" before. The more you have, the easier it is for your players to tell, but that adds code.

#2 - It's commonly accepted that an archer CAN attack people at close range, BUT in doing so, can't defend against anyone surrounding them. In essence, people standing to the side get a free attack.

Also, you could just pick up Kornel's source code from FreePascal and attempt to work with it. Granted it would need a bit of updating, since it doesn't compile under the newest FreePascal release.

Second note: Kornel will at some point (this year?!?) be developing DiabloRL using C++.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: NullPointer on January 22, 2010, 12:20
<My first post on Chaosforge!>

I recently discovered this site and have been playing DoomRL and DiabloRL ever since.  I just created my account here and donated.  Really, really excellent stuff - better than most commercial games that I pay for.

As a newb to these games, I'd request that you implement in-game help ('?') as your next feature.  I know it's not sexy but making the game more approachable and playable is a worthwhile endeavor IMO.  I couldn't figure out how to un-equip items in DiabloRL, for one example, or why I couldn't equip another (blue) item.

Less important asks:
 - Audio would be great
 - Opensource both DoomRL and DiabloRL (I *really* want these on a handheld device like NDS)

Thanks for your efforts Kornel!
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Tavana on January 22, 2010, 13:43
DoomRL has in game help already. Try it out!

DiabloRL help is in the works at the moment, but we're coding functionality for it first, so we can have something to describe in the help files. ;)

DiabloRL is open source. DoomRL MAY move to open source once DoomRL 2 gets going. There's also been talk that considering that modding will be allowed, it might not move to open source.

There's been talk of a NDS port of DoomRL as well. Some people have even put their money where their mouths are. Have a look around the forums, read some of the guides, and welcome to Chaosforge! =)
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: yns88 on January 22, 2010, 18:54
Hi all, You making her very own version of DiabloRL and You want to ask You about some things.
1) How to indicate somebody's hp status, by RLG-like messages (unhurt, slightly wounded, etc) by drawing some kind of ASCII-lifebar, or anyhow else?
2) Ranged attacks. Can heroine, rounded with hordes of enemies shoot them off or she must go in melee? What is the range for an arrow?
P.S. Please, sorry You for her ugly english.

1. I think the ascii lifebar is a good idea, since it makes the game feel more like you're playing Diablo. Having a descriptor as well couldn't hurt.

2. Likewise, you should be able to still use ranged attacks at close range, the rogue's weakness compared to warrior should take care of that balance issue. Also, in Diablo I recall that you could shoot anywhere in your visual range. Maybe have the arrows fall to the ground after they go through one space beyond your vision.
Title: Re: Building a feature list for DiabloRL 0.5.0
Post by: Tilla on June 02, 2010, 20:38
http://www.dugnet.com/liska/midi/diablo.mid