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Author Topic: 0.4.5 Sorceror YAVP  (Read 5349 times)

skarczew

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0.4.5 Sorceror YAVP
« on: November 30, 2010, 16:46 »

The game has a very similar feeling to the original.

Found problems:
- Too easy. The hardest things I found so far are the barrels (only thing that managed to kill one of my low HP sorcerors) and crashes.
The hardest thing about the game is to transport all the found stuff back to town - but even this is sorted out when you get the Town Portal scrolls/staves/spell.
I hope for late game monsters (nothing better than fighting Warlord of Blood with sorcerer).

- Too few lightning spells. I managed to obtain Flash only - and too late in game to make any use of it.

- Inventory should not close after dropping items.

--------------------------------------------------------------
  DiabloRL v 0.4.5 roguelike postmortem character dump
--------------------------------------------------------------

  Jarkar, level 12 sorceror, entered Catacombs,
  after 13905 turns.
  He scored 343573 points, killing 891 hellspawn.

  He advanced to level 12 gaining 115873 experience.
  He amassed 810 gold coins.
  He killed the Butcher.
  He purified the town water supply.
  He retrieved Ogden's tavern sign.

-- Statistics ------------------------------------------------

  Strength   22/20
  Magic      87/85
  Dexterity  17/15
  Vitality   22/20

  Life 60/54  Mana 203/59
  Armor 11  ToHit 58

-- Spells ----------------------------------------------------
  Firebolt level 8
  Holy Bolt level 9
  Healing level 2
  Town Portal level 1
  Phasing level 1

-- Equipment -------------------------------------------------

  [ Head ] Harlequin Crest [-3]
  [ Neck ]  nothing
  [ Body ] hard leather armor [14]
  [ Wpn  ] staff of Holy Bolt (2-4) {9/28}
  [ Shld ]  nothing
  [ RRng ] ring of Truth
  [ LRng ]  nothing

-- Quickslots ------------------------------------------------

  [ Slot 1 ] potion of mana
  [ Slot 2 ] potion of mana
  [ Slot 3 ] potion of mana
  [ Slot 4 ] potion of mana
  [ Slot 5 ] potion of mana
  [ Slot 6 ] potion of mana
  [ Slot 7 ] potion of healing
  [ Slot 8 ] potion of healing

-- Inventory -------------------------------------------------

  potion of mana
  potion of mana
  potion of mana
  scroll of phasing
  scroll of flash
  scroll of flash
  potion of healing
  potion of healing
  potion of healing
  potion of healing
  potion of healing
  potion of healing
  scroll of town portal
  scroll of town portal
  scroll of town portal
  810 gold coins
  potion of rejuvenation
  potion of rejuvenation
  potion of healing
  potion of healing
  potion of healing
  potion of rejuvenation
  scroll of phasing
  sabre of Skill (1-8)

-- Kills -----------------------------------------------------

  rotting carcass          29
  corpse axe               40
  corpse captain           1
  corpse bow               2
  devil kin                62
  horror captain           42
  burning dead             118
  dark one                 16
  skeleton                 71
  flesh clan archer        1
  overlord                 4
  plague eater             21
  horror archer            2
  shadow beast             43
  carver                   57
  burning dead captain     21
  skeleton captain         26
  fiend                    58
  zombie                   29
  flesh clan               3
  fallen one               91
  burning dead archer      33
  skeleton archer          1
  horror                   48
  scavenger                45
  gloom                    21
  Madeye the Dead
  Snotspill
  the Butcher
  Bongo
  Boneripper
  Pukerat the Unclean

-- Messages --------------------------------------------------

  You hit the dark one. The dark one dies. You gain 128 experience.
  You hit Snotspill.
  You hit Snotspill.
  You hit Snotspill.
  You hit Snotspill.
  You hit Snotspill. Snotspill dies. You gain 612 experience.
  A scroll of phasing is lying here.
  You put the scroll of phasing into your backpack.
  You hit the dark one. The dark one dies. You gain 128 experience.
  You hit the dark one. The dark one dies. You gain 128 experience.
  You hit the dark one. The dark one dies. You gain 128 experience.
  You hit the dark one. The dark one dies. You gain 128 experience.
  You hit the dark one. The dark one dies. You gain 128 experience.
  The dark one hits you. A sabre (1-8) is lying here.
  You hit the dark one. The dark one dies. You gain 128 experience. A sabre
  (1-8) is lying here.
  A pile of 25 gold coins is lying here.
  You got 25 gold coins.
  A sabre (1-8) is lying here.
  You put the sabre (1-8) into your backpack.
  Congratulations! You have won the Demo version! Press <Enter>...

--------------------------------------------------------------
« Last Edit: December 12, 2011, 02:02 by skarczew »
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Re: 0.4.5 Sorceror YAVP
« Reply #1 on: November 30, 2010, 18:03 »

Too easy. The hardest things I found so far are the barrels (only thing that managed to kill one of my low HP sorcerors) and crashes.
This is probably because we have all the time in the world to consider our options. There's no urgency as there was in Diablo to swap out spells or items, or worry about who we should be attacking and who is in the way. May want to up the ante overall (without increasing experience) to balance. The most difficult parts I find are killing the Butcher (Warrior only: the other classes can find grating and abuse as in the real game) and upon entering a new floor (where there are upwards of 20-30 enemies lying in wait).

Rogue, especially, appears to have the fastest attack speed, and so kills a lot of enemies before they can get close at all. I think the game needs to start factoring in side-stepping if it doesn't already.

Too few lightning spells. I managed to obtain Flash only - and too late in game to make any use of it.
The big item missing is Charged Bolt, and I imagine it's one hell of a spell to code (because the attack is kinda slow and should move across the map as time passes). Lightning is probably around (or if it isn't, the fact that we can't get to Catacombs is reason enough not to need it) and the others are too late-game to be seen. As a matter of fact, the Sorceror's starting staff should contain Charged Bolt charges.

Inventory should not close after dropping items.
Seconded. In addition, if it's not already on the big list, you should consider building the 4x10 slot inventory screen. There's no need to include pictures of anything (this is a roguelike, after all) but there could be different colors for used/empty and have white borders to represent "whole items" (armor/staves/bows are 3x2, shields are 2x2, small weapons 3x1, etc).

As a short-term addition, however, I'd like to suggest a way to know what our current inventory space is (ex: "[space used]/40 slots" in between equipment and inventory): it's just easier to maintain.
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Re: 0.4.5 Sorceror YAVP
« Reply #2 on: December 01, 2010, 01:00 »

As a short-term addition, however, I'd like to suggest a way to know what our current inventory space is (ex: "[space used]/40 slots" in between equipment and inventory): it's just easier to maintain.
What am me supposed to do with this number [x/40]?
Spoiler (click to show/hide)
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skarczew

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Re: 0.4.5 Sorceror YAVP
« Reply #3 on: December 01, 2010, 01:32 »

In addition, if it's not already on the big list, you should consider building the 4x10 slot inventory screen. There's no need to include pictures of anything (this is a roguelike, after all) but there could be different colors for used/empty and have white borders to represent "whole items" (armor/staves/bows are 3x2, shields are 2x2, small weapons 3x1, etc).

As a short-term addition, however, I'd like to suggest a way to know what our current inventory space is (ex: "[space used]/40 slots" in between equipment and inventory): it's just easier to maintain.
Well, like [you] noticed, there is an indicator showing the status of the inventory.
Building 4x10 slot inventory screen is not needed, imho. It would need to introduce few more things in order to make it work properly (mouse, or auto sorting thing).
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Re: 0.4.5 Sorceror YAVP
« Reply #4 on: December 01, 2010, 14:15 »

Boy, do I feel stupid. How I managed to iron through the game with every class and not see that is pretty thick-headed of me.

An inventory slot screen would need auto-sorting, yes, but the current setup also lets you carry six 3x2 pieces, which is technically forbidden. If nobody cares, that's cool. If it DOES matter, however, then we'll get auto-sorting anyway, and the only real way to justify it is to visually indicate how the equipment is taking up room. Mostly I like the idea because then I don't have to scroll so much to look at everything: the boxes could use the same symbol/color to help identify them on the screen. To be fair, it's not as important as hammering out the rest of the actual game, and the current setup is fine as is.
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