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Unormal posted:Hand of Luke is determined to get first pass of all the tiles in, and get to a reasonably good choice of palettes and shaders, before we go public with it. If I throw my wallet at the screen while quoting this post will that work? Okay I'll try it.
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# ? Feb 2, 2015 01:15 |
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# ? Jun 10, 2024 12:52 |
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Man, so many millions of screens to reformat for small-screens. Next time I try to make a game, gently remind me to make one with less than 200 screens.
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# ? Feb 2, 2015 05:28 |
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Unormal posted:Man, so many millions of screens to reformat for small-screens. Next time I try to make a game, gently remind me to make one with less than 200 screens. How many different Android resolution/aspect ratios are you going to support?
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# ? Feb 2, 2015 15:44 |
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Jalumibnkrayal posted:How many different Android resolution/aspect ratios are you going to support? Oh, all of them (in landscape) is the goal.
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# ? Feb 2, 2015 16:19 |
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Unormal posted:Oh, all of them (in landscape) is the goal. I thought I had read somewhere that there are tricks to the resolution/aspect ratios and so it only ends up being like 3 or 4 of em? Small/Normal/Large/Xlarge ?
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# ? Feb 2, 2015 20:58 |
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RPATDO_LAMD posted:You wouldn't have liked it anyways; it doesn't feature women turning into toilets. Tin Tim posted:Unormal just release so that I can give you my money hrrng loving lol.
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# ? Feb 2, 2015 21:02 |
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hand of luke posted:The creature dynamics are going to be quite a bit different now. More creatures will be fighting each other due to their conflicting factions. Overall, the game's probably easier since everything isn't death-pathing toward you--but I don't know how much easier. Players, please report anything particularly game breaking. Not sure if this is a bug, or if this is a result of factions causing creatures to fight each other. Observed upon descending to level 2 of the Rusted Archway. Also found this bug:
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# ? Feb 2, 2015 21:38 |
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Helical Nightmares posted:Not sure if this is a bug, or if this is a result of factions causing creatures to fight each other. Observed upon descending to level 2 of the Rusted Archway. The first is how Unormal generates "destroyed" levels -- by spawning a bunch of turrets and then blowing them up. The latter happens occasionally; you can escape the level by using the noclip up/down commands (you'll have to bind them to keys first, though; hit Escape -> keymaps).
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# ? Feb 2, 2015 21:40 |
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notwithoutmyanus posted:I thought I had read somewhere that there are tricks to the resolution/aspect ratios and so it only ends up being like 3 or 4 of em? Small/Normal/Large/Xlarge ? I've actually essentially got it down to small and large; all of the screens use anchorpointing to lay themselves out dynamically to any given size/aspect ratio. I just want to go through and re-do all the screens to allow buttons and controls about 50% larger for physically smaller touchscreens (phones). The normal layout we used for PC will pretty much work just fine for medium and larger devices (tablets).
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# ? Feb 2, 2015 22:10 |
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Walls++
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# ? Feb 3, 2015 05:09 |
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TooMuchAbstraction posted:The first is how Unormal generates "destroyed" levels -- by spawning a bunch of turrets and then blowing them up.
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# ? Feb 3, 2015 05:54 |
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Unormal posted:Walls++ Watervine sprite is definitely looking better. Still planning on sticking with a simple-ish color palette or going more brogue-y with gradients?
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# ? Feb 3, 2015 06:32 |
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Cephalocidal posted:Watervine sprite is definitely looking better. Still planning on sticking with a simple-ish color palette or going more brogue-y with gradients? We're thinking on the palette right now; We definitely want to stick to a really limited set, though whether it's 12 or 16 or 24 (or thereabouts) is still a up in the air, and we're playing around with various options. Regardless, we want to keep it a really tight set; the game was designed with that tight palette in mind, and I don't see any particular reason to deviate too far from that core aesthetic. (Though we may deviate a little further from the EGA/CGA set than we currently are.)
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# ? Feb 3, 2015 06:34 |
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Unormal posted:We're thinking on the palette right now; We definitely want to stick to a really limited set, though whether it's 12 or 16 or 24 (or thereabouts) is still a up in the air, and we're playing around with various options. Regardless, we want to keep it a really tight set; the game was designed with that tight palette in mind, and I don't see any particular reason to deviate too far from that core aesthetic. (Though we may deviate a little further from the EGA/CGA set than we currently are.) That's fair. You did a really solid job with readability in the ASCII. (Really I just want a game that I think can actually get delivered to bring some of the pretty from the concepts that never quite seem to make it, like Cogmind.)
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# ? Feb 3, 2015 07:20 |
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TooMuchAbstraction posted:The first is how Unormal generates "destroyed" levels -- by spawning a bunch of turrets and then blowing them up. Metal. I will now read all Unormal's update's in voice. Anyone played Hand of Fate? Just popped on my Steam queue. http://store.steampowered.com/app/266510 Some are calling it a deckbuilding rogue-lite.
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# ? Feb 3, 2015 10:35 |
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I can't be bothered to write an effortpost about it but if you're bored enough you might be able to dig one out from the Steam thread. I haven't played it for 2-3 months and back then, it was already a surprisingly polished rogue-lite adventure game with third-person combat mini encounters, where the dungeon is a literally a path of cards from your deck. There are 3 card categories (weapons, armors, encounters) and during the campaign you can choose only a limited number of them. New cards are unlocked upon finishing a tier and a lot of the cards also have this gold sign that means "completing" the card in a certain way awards a new card as well (e.g. making your way through a giant's field or getting a treasure from a bandit cave). The campaign is a 4 or 5 tier challenge with row of cards, end of which is always a boss that gives you a new global positive and negative effect (like more money/certain kind of enemies being harder). There's also an endless mode that allows for less cards than the very last tier of campaign but doesn't have the nasty effect from each of the respective bosses' tier (losing money when winning etc.). There was about 10-20 hours of gameplay back then, depending how fast you blew threw the game. Seeing as they're finished it I might as well give it another try. One thing I didn't like was the devs reliance on luck which I assume is the game's shtick. From cards to combat, you're always hindered a bit so compensating bad luck with your own skill is really hard. To give an example: when drawing cards, you're often presented with a variable outcome that's decided by a shell game-like minigame. The moving cards ARE observable, but it's so fast you'd have to have a superior visual acuity (I hope that's the right term) to actually succeed with any sort of regularity. Some of the cards are really nasty and later on you get several choices in a row, too. Combat is probably the one place where you can influence the outcome with your skills the most, but often the odds are stacked very highly against you (especially with some enemies like the lava golems, if you get 3+ of them you're as good as dead). Eeh, looks like I went and made an effortpost anyway, so there you go I guess! lordfrikk fucked around with this message at 12:43 on Feb 3, 2015 |
# ? Feb 3, 2015 12:36 |
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Unormal posted:We're thinking on the palette right now; We definitely want to stick to a really limited set, though whether it's 12 or 16 or 24 (or thereabouts) is still a up in the air, and we're playing around with various options. Regardless, we want to keep it a really tight set; the game was designed with that tight palette in mind, and I don't see any particular reason to deviate too far from that core aesthetic. (Though we may deviate a little further from the EGA/CGA set than we currently are.) That seems reasonable, too many colours on screen would break the 1980s aesthetic the game has right now, I think. I think it's also important to limit the number of colours per tile. It seems right now they use no more than 2 colours (plus background), which is good. One thing I would say is the background colour seems a bit off to me. Makes me think of old monochrome monitors, but those had a darker green glow to them from how I remember, whereas this is a really strong (imo) teal background. Do you plan on adding sounds to the game, by any chance?
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# ? Feb 3, 2015 13:54 |
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The Narrator is awesome, the music is fantastic, deckbuilding your own roguelike is fun as hell. There's a very large amount of reactivity in the text encounters in terms of player equipment and situation. For example: There's an event in the Jack of Plague dungeon where you are confronted by an angry mob demanding food. You can give them varying amounts of food, or run. If you run you play the card shuffle game that Hand of Fate uses for "random outcomes", but you can still watch the cards and keep track somewhat. But if you have the weapon that can freeze enemies in combat, the text event recognizes that and lets you freeze the angry mob and escape for free. There's a lot of item dependent special actions like that and they're really fun to discover (and you can play around them because you decide what equipment is in your deck). In terms of Combat, if it wasn't for Shadow of Mordor coming out, Hand of Fate would have been the game that did the Batman combat system best out of all games.
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# ? Feb 3, 2015 13:54 |
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After losing my last really good axe turtle to an unexpected disagreement with the Sky-Bear, I made Screamy the straightforward clone-laser-mindcrush Esper nuker and plodded through the comparatively slower early game. Thanks to absurdly lucky mutation rolls I ended up with clairvoyance, teleportation, mass mind, and force wall, which is such a comically perfect loadout that I basically have no excuse at all if this lunatic doesn't at least clear the first couple of Bethesda Susa bosses. This character gave me the easiest Golgotha clear ever; there were still a couple of hairy moments due to landing next to nasty stunning enemies and one floor where Evil Screamy showed up and the entire map became an incomprehensible screaming shitstorm of angry teleporting cloned laser farters getting set on fire and bitten by bugs. In contrast, Slog got chumped HARD by a double dose of clairvoyantly teleporting time clone hell assassins, and I basically picked up a waydroid, fixed it, blinked to the elevator and rode peacefully to the surface. I never suffered a single ooze splash, never got bitten by any eels or maggots, and never went anywhere near Slog, so I'm pretty sure I'm safe from Glotrot. I'm starting to see the differing appeal of Espers - Chimera melee ogres tend to have a smooth and consistently reasonable progression in terms of power vs. challenge, whereas pure Espers start out as timid lovely hedge wizards and, if they survive the early grind, snowball madly until they're unstoppable reality-devouring nightmare demons who kill people by frowning at them and can transmute air into death. I am become Screamy, destroyer of worlds. e: hey Unormal/hand of luke, can I get a definitive answer on how "Qud" is pronounced? My wife and I occasionally do a science fiction podcast and I want to hype your cool game so more people play it and are inclined to buy it on Steam. Angry Diplomat fucked around with this message at 16:50 on Feb 3, 2015 |
# ? Feb 3, 2015 16:35 |
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Angry Diplomat posted:After losing my last really good axe turtle to an unexpected disagreement with the Sky-Bear, I made Screamy the straightforward clone-laser-mindcrush Esper nuker and plodded through the comparatively slower early game. Thanks to absurdly lucky mutation rolls I ended up with clairvoyance, teleportation, mass mind, and force wall, which is such a comically perfect loadout that I basically have no excuse at all if this lunatic doesn't at least clear the first couple of Bethesda Susa bosses. Excellent. Personally, I always pronounced it like cud.
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# ? Feb 3, 2015 16:50 |
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I mentally pronounce it "cood".
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# ? Feb 3, 2015 16:59 |
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like crud, but as though a very small child were saying it
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# ? Feb 3, 2015 17:07 |
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Internally we pronounce it like cud. What's your podcast? I could do with some more niche sci-fi/science podcasts in my life. e: As far as sound, with the graphics looking a lot better than we initially imagined, it's certainly getting more attractive to give it the full treatment. Unormal fucked around with this message at 17:24 on Feb 3, 2015 |
# ? Feb 3, 2015 17:11 |
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What's wrong with you people, you're supposed to be goons. The game is clearly called Caves of Qud, abbreviated to CoQ, pronounced "cock"
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# ? Feb 3, 2015 18:43 |
Roguelikes: I play with coq
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# ? Feb 3, 2015 18:45 |
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Eonwe posted:Roguelikes: I play with coq Roguelikes: I love Unormal's CoQ
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# ? Feb 3, 2015 19:02 |
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roguelikes: eagerly awaiting to play with Unormal's new CoQ
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# ? Feb 3, 2015 19:03 |
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I wish I could pay to play with that CoQ.
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# ? Feb 3, 2015 19:18 |
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I'm weird, I pronounced it "Kwod" in my head for some reason.
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# ? Feb 3, 2015 20:00 |
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Killer-of-Lawyers posted:I wish I could pay to play with that CoQ. Word. I probably wouldn't get much sleep tonight if I had that CoQ to keep me busy.
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# ? Feb 3, 2015 20:02 |
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I'm the only scrub who has been pronouncing it like "good" with a c.
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# ? Feb 3, 2015 22:07 |
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I pronounce it like Quid because I'm bad at phonetics.
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# ? Feb 3, 2015 22:10 |
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Caves of Cute.
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# ? Feb 3, 2015 23:11 |
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Kwud?
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# ? Feb 3, 2015 23:46 |
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It's cud
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# ? Feb 3, 2015 23:54 |
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It's CoQ, pronounced "cock". It's a Cock, alright?
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# ? Feb 4, 2015 00:08 |
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Unormal posted:Internally we pronounce it like cud. What's your podcast? I could do with some more niche sci-fi/science podcasts in my life. http://rockpaperdeathray.podbean.com/ We had a lengthy hiatus after the second episode because we weren't sure if we were going to continue, but after the listener exposure it's had (approaching 200,000 plays ) we eventually decided we'd be nuts to let it languish. We'll probably tinker with the format - I'm really loving tired of looking around on TVTropes for an article that matches what I want to talk about, regardless of how well that resonates with certain viewers - but the general pace and structure seem to work so far. Everyone is most welcome to provide feedback. As far as Qud I'll probably do a Turbo Ebola-style lunatic rant about all the most entertainingly insane poo poo in the game to get people interested, then describe some of the intriguing worldbuilding and so forth.
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# ? Feb 4, 2015 00:28 |
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https://www.reddit.com/r/nethack/comments/2tluxv/yaap_fullauto_bot_ascension_bothack Someone made a Nethack bot that actually ascended, which is to my knowledge the first time this has been done with a complex roguelike.
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# ? Feb 4, 2015 04:09 |
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Angry Diplomat posted:http://rockpaperdeathray.podbean.com/ Hey, that'd be incredibly awesome! I'd super appreciate it.
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# ? Feb 4, 2015 04:11 |
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# ? Jun 10, 2024 12:52 |
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Angry Diplomat posted:http://rockpaperdeathray.podbean.com/
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# ? Feb 4, 2015 06:21 |