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Topics - Kornel Kisielewicz

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Announcements / Jupiter Hell BETA 0.3.0 Released!
« on: October 05, 2018, 13:17 »
Jupiter Hell Beta released!

The Beta is here! If you're a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you can't find it, please get in touch with us.



You can read more about the release on the Jupiter Hell website!

2
Announcements / Jupiter Hell Alpha 0.2.0 Released!
« on: August 10, 2018, 08:56 »
We've reached the Alpha 0.2.0 milestone - which means, Beta 0.3.0 is just around the corner!



If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.

Read the full Alpha 0.2.0 update at the Jupiter Hell website!
https://jupiterhell.com/news/20

3
I'm posting this design discussion in General, as I need as much feedback on this as possible. As you may now, we're trying to make Jupiter Hell as accessible as possible, but at the same time we're trying not to lose tactical depth and the choices involved. Usually I manage to find a reasonable compromise for that with the mechanics, but now I hit a problem.

I have a plan for a fairly complex damage calculation system, but I'm afraid it will not be very easily understandable to the casual players. We already decided that weapons in JH will have constant damage (for simplicity and tactics vs randomness sake), however we also want different weapons to interact differently with different enemies (resistances/armor). Apart from different weapons there will be also different ammo (think armor-piercing or hollow point) usable with the same weapon type that will have different characteristics.

The current (Alpha 0.0.3) system works as follows:

We have damage types (impact, slash, piercing - more to come like plasma, fire etc), beings have health and armor. Armor is a single number with a set of resistances. In general, impact is default (no modifiers) so just take the damage, substract the armor, and that is the amount of HP damage. Slash damage (used by shotguns, maybe we'll change it to shred instead) and piercing works the same, but doubles or halves the armor value respectively, so a 9 damage slash shot against a armor 2 enemy deals 9-2*2 = 5 damage. This is simple, although more complex than say XCOM, but it works.

However, this does not give me the design space I'd like, so I wanted to go forward with the "Damage 2.0" system:

  • both armor and health has resistances
  • by default, armor is *2 against slash, * 0.5 against piercing
  • by default, hp for humans is *2 damage from slash, * 0.5 from piercing
  • in contrast, hp for mechanical enemies is *0.5 damage from slash, *1 from piercing/impact
  • a skeletal enemy could have hp at 0.25 from piercing/slash and *2 from impact

However, I have problems with - is it easily understandable? Is there a way to easily communicate the system to the player? This is not something that could land in a tutorial (it's too deep mechanics) and without tooltips it would be hard to convey this to the player - any idea how to list that information on the player screens? Finally, it might be confusing for casual RPG players, that by default from the get go you have different resistances for piercing/slash as the player.

I know that this system is pretty simple as far as deeper RPG's go, but I do see major benefits from having clear-cut mechanics like XCOM does...

Your feedback is needed!

4
Announcements / Jupiter Hell Alpha Released!
« on: March 14, 2018, 07:51 »
After many months of hard work, with much love and support from our community, we have now shipped Jupiter Hell's first Alpha release! We're now on Alpha 0.0.1, which is a good start.



If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.

Read the full Alpha update at the Jupiter Hell website!
https://jupiterhell.com/news/18

5
Announcements / Jupiter Hell Kickstarter - Year 1 update!
« on: December 13, 2017, 10:11 »
It has been one year since you Kickstarted Jupiter Hell! 12 months ago our Kickstarter completed at 117% of our target amount, and since then we've been hard at work to turn your generosity into a fantastic game :)



Read the full year 1 update at the Jupiter Hell website!
https://jupiterhell.com/news/17

6
Announcements / Jupiter Hell Kickstarter is LIVE!
« on: November 15, 2016, 11:22 »
Jupiter Hell, the spiritual successor to Doom the Roguelike, has now launched on Kickstarter!



Jupiter Hell Kickstarter

With Jupiter Hell we are aiming to get a new generation hooked on the hardcore roguelike formula. Combining traditional gameplay with a modern look and feel, it is a game that can appeal to both long-term roguelike players and new gamers that have embraced the likes of X-COM.

We need your support to make this happen! Please visit the Kickstarter page, check out our video and the details of the game, and pledge if you can. You help in sharing news of this is also much needed - please spread the word and bring Jupiter Hell to everyone!

7
The time is approaching... Jupiter Hell will be making its way to Kickstarter on November 15th. And to celebrate this announcement we're releasing a new teaser trailer:

https://www.youtube.com/embed/uj1-KQEGmsM

Here you can finally see some snippets of Jupiter Hell gameplay in action, hear some of the glorious metal soundtrack being composed for the game, and also treat your ears to the growling tones of Mark Meer (Commander Shepard of Mass Effect) who will be voicing the marine in Jupiter Hell!

8
Just because we're silent, doesn't mean nothing is happening - quite on the contrary! We're extremely busy now preparing teasers, trailers, videos and pages for the Kickstarter which will launch mid-November, stay tuned!

We'd also like to remind you that we're streaming development on epyoncf@twitch, not only every Wednesday at 5 UTC, but recently almost EVERY day at a similar hour!



In the meantime though, we took a break to bring you another Dev Talk!

DEV TALK #2 - Procedural Level Layouts

Feel free to discuss, ask questions, or give feedback!

9
Announcements / Jupiter Hell reddit is live!
« on: September 30, 2016, 10:57 »


To all people preferring reddit as their main news source, we've got good news for you - Jupiter Hell has now an official subreddit!

https://www.reddit.com/r/JupiterHell/

Please subscribe!

10
Announcements / Jupiter Hell development stream on Twitch!
« on: September 27, 2016, 07:30 »


After a successful test stream we decided to go ahead and take a shot at streaming development live. Additionally I will answer any questions on stream in a mini-Q/A, and do a small intro into parts of the project.

EpyonCF at twitch.tv

First stream - Tomorrow (28 September), 18:00 CEST, 9am EDT, Noon PDT (convert time).

We're not sure whether this will become a regular stream, or just a few separate events, but this is the first time you'll be able to see glimpses of the game in action!

11
Announcements / Jupiter Hell - Dev Talk #1 - Physics, part 1
« on: September 14, 2016, 15:33 »
We'd like to invite you, to what we hope will become a regular feature on the Jupiter Hell website - a series of behind the scenes articles about the game's development!

DEV TALK #1 - PHYSICS, PART 1

The first Dev Talk is an overview of our currently ongoing implementation of physics and how it relates to the turn-based roguelike we're creating.



Feel free to ask questions, and tell us if you enjoy such content? Do you want more such technical rants? Should they delve deeper into technical aspects, or should they be more of a feature discussion and rant for everyone to enjoy?

12
Announcements / New Jupiter Hell website!
« on: August 19, 2016, 11:40 »
Jupiter Hell website has been updated!

http://jupiterhell.com



As we approach closer to the Kickstarter, we're dedicated to provide you with a much more regular stream of updates. The previous webpage was just a placeholder (so was the teaser!), so we're happy to welcome you on this much cleaner version! We'll be posting progress updates here, showcasing new screenshots, possibly even doing a devblog kind of post from time to time. More importantly, once the Kickstarter deadline is set in stone, you'll be presented with a epic and exciting countdown :P. If you notice any problems with the website, please do not hesitate to e-mail us!

To celebrate the new website, enjoy a batch of eight brand new screenshots from the current development version. You might notice that there are still some visual bugs present, and also we might still up the quality a bit, but they are already quite representative of what we are aiming at. Expect to see a fresh batch with new content (and a new tileset!) before the Kickstarter launches!

http://jupiterhell.com

13
Announcements / Jupiter Hell: First public screenshots!
« on: April 02, 2016, 10:56 »
ChaosForge is not dead, quite on the contrary!

This is a long overdue post, because as some of you may have noticed, we already published the first screenshots on ChaosForge Facebook more than a week ago. To offset that, we decided to post more screenshots here, in their original quality! This is still WIP quality, many more improvements are planned, and things are subject to change!



See the official status update on the forum for HQ screenshots!

14
Discussion / Balancing Assemblies
« on: April 02, 2016, 08:51 »
In the next version, I want to tone down the assemblies, to put them on a power level similar to exotics. This isn't always true, especially in the case of Nano-mod based assemblies. In theory I aim for assemblies to be a tool for high-level players to guarantee needed exotic level of equipment, not a "I must do this to win" button. A good unique should always beat a assembly.

Hence, I need a ranked list of assemblies, with possible comments on which ones are overpowered, and (REALLY HELPFUL!) how to nerf them in a way that wont make them useless.

15
Discussion / Call for Uniques/Exotics
« on: April 02, 2016, 08:48 »
Okay, here's an open call for exotic/unique item ideas. Before we all go crazy (like many did in the submission thread), here are a couple things to take into account to increase the chances of the weapon making it in:

  • items that are references to anime shows, or games/shows/movies that are unrelated in style to Doom (basically joke items like Trigun, Cleaver, GCB, Anti-Freak Jackal) are more or less off the list - there's enough of those already. Items relating to Doom-like games however, are welcome
  • if the item would require complex new mechanics (e.g. flamer), or a new sprite (e.g. a sword) it's also off the list
  • adding at least a partial code definition for the item is a big plus, don't worry about the exact numbers, I'll tweak them
  • in general I'm looking for weapons, possibly other items, that would fit the Doom theme

I hope people here are still alive, and not just waiting for JH :P

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