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DACK FAYDEN posted:[ASK] me about backing Confederate Express Legend of Iya gets me to shake my fist. The guy had nothing during the KS but animated sprites, made 2x as much coin as the dmans KS in 2013, and has produced nothing since. Chasm is the same way. Really changed my opinion on Kickstarter -- people don't give a gently caress about the gameplay or if it is even feasible, just make pretty pictures or name drop j-devs, get paid.
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# ¿ Jun 30, 2017 18:14 |
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# ¿ Apr 27, 2024 03:46 |
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madjackmcmad posted:Legend of Iya gets me to shake my fist.
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# ¿ Jun 30, 2017 18:30 |
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I'm like 150 posts behind because I had to do actual real life things over the weekend but I need to present Tuxedo Catfish with the trophy for Most Best RidiculousTuxedo Catfish posted:blizzard are a lovely developer Tuxedo Catfish posted:all of my good and correct opinions were grown right here in my back yard Tuxedo Catfish posted:why be a cat when you can be an @ Woebin posted:Qud is by Unormal and hand of luke, both also our boys, and they deserve the support too victrix posted:Played a bit of Rogue Wizards http://store.steampowered.com/app/392260/Rogue_Wizards/
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# ¿ Jul 6, 2017 03:15 |
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victrix posted:My first thought on the art was "mobile game".
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# ¿ Jul 6, 2017 03:24 |
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I played some StarCrawlers for the first time last night, ran it on stream too. Fuuuuuuuuuuunnnnnn. Fun. I love building a team of Really cool combat mechanics, everyone has all these attacks that have side effects. Still early enough in the game that I haven't found any super synergistic wombocombos but I imagine it won't be long. Jawnycat posted:So I grabbed Conquest of Elysium 4 and... have no idea, at all, how to play it. Going in blind seems to have been an ill fated endeavor.
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# ¿ Jul 6, 2017 17:11 |
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loving Dead Cells, argh. Am I just a bitch (yes) or does it seem like the best way to get anything done as the game progresses is to lay out wide fields of auto-hate: turrets, spinning blades, and tossed firebombs? I want to use my melee weapon but at a certain point there's too many active enemies to actually survive standing and swinging my weapon.
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# ¿ Jul 7, 2017 16:52 |
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Too Shy Guy posted:I played some more last night and got all the timed doors up through the one after the Incomplete One, which necessitated killing him with a 2x damage (both ways) broadsword and a bear trap. Despite how chaotic big fights can be, the tells for enemy attacks still stand out with the big-rear end exclamation points and glowing attack arcs. If you don't want to have to cheese every fight with skills then you need to be prioritizing targets by how fast they can attack, rolling to avoid getting ganged up on, and I would even suggest learning how to use shields because they can save your rear end in those brief moments when your roll is on cooldown. I wanted shields to be cool, and I probably need to revisit them. They feel glacially slow compared to the pace of dodging and jumping. The weirdest part of all this is the feeling that what you're taught to do early on -- dive jump, slay things, move through the levels quickly -- becomes a recipe for death right after the boss on the bridge.
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# ¿ Jul 7, 2017 18:26 |
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Tangledeep asks you to spend time adventuring with less than full resources, which people aren't used to. You're not gonna go into every fight on a full tank. If you see big trouble coming, it's worth a bit of food to stack up, otherwise just handle it. Every class can attack from range, it's not like Paladins or Sworddancers can't get two or three quick ranged attacks in before the gap closes with a low level mob. That's 1~1.5 less attacks they get on you, which means you don't lose much (or any) health. Last thing is to make good use of the elemental damage consumables. They do great AOE damage and help out when you need to soften a big crowd. The exception is the shadow shuriken which is a hand written postcard from fucktown to nearly any monster. Chemist's gear + shuriken == one more chance at life when you are cornered by something that most certainly has to die.
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# ¿ Jul 22, 2017 19:13 |
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megane posted:They'll be gone. They're for the character that turned the thing in. Gonna change that One Day (tm) so that it becomes a pool of starting boosts for having your Academy grown up. More filthy casual ez mode, I know.
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# ¿ Jul 26, 2017 22:36 |
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TooMuchAbstraction posted:It always struck me as kind of weird how after a point it became impossible for characters to get any Academy Revitalizing Punch. They're training wheels. New(ish) players get them, they're pre-id'd and full of power, and they go looking in their bags for them when they need them. Eventually they run out, hopefully by that point the player has already discovered their bags are full of healing and recovery items and have learned to Use Their Consumables.
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# ¿ Jul 27, 2017 11:02 |
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StrixNebulosa posted:https://twitter.com/unormal/status/892190783473897472 unrelated: dmans is on sale this week
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# ¿ Aug 1, 2017 09:01 |
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Wildtortilla posted:I laid in bed for an hour unable to fall asleep last night because I was thinking about playing Dmans. Fuuuck. Sometimes I can't sleep because I'm thinking about how not enough people are playing Dmans. I've ruined both our lives!
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# ¿ Aug 8, 2017 02:28 |
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V for Vegas posted:Not sure if this is the right thread, but is there anywhere that has a good roguelike coding tutorial that is a bit simpler than the python + libtcod one on roguebasin? Because I get a few steps into that and get completely lost. StrixNebulosa posted:You might want to look in here as it's an active community of people who want to help you make a roguelike. Last winter there was an event right here in this thread where some folks went off to learn how to roguelike. Some of them are still at it, and we have a discord for talkin' 'bout roguelike making: https://discord.gg/ny4mdw It's not hyper super active but it is totally live. Also, yesterday on Twitch I used the first 90 minutes or so to help someone in there understand step 4 of the Unity roguelike tutorial. https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
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# ¿ Aug 9, 2017 16:54 |
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Bert of the Forest posted:It does seem to totally ignore/bypass one of the most important rules of proc-gen: ensuring there's always a possible path to the exit. It gets around this by literally not bothering to generate walls around a large radius outside of the level, so if you get stuck with a bad draw you can always walk around the drat level. :P it's quite possibly the laziest solution I've ever seen. Other than that, it's pretty good at teaching the basics of turn based roguelike mechanics.
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# ¿ Aug 9, 2017 17:11 |
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Jedit posted:TRIGER WARNING
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# ¿ Aug 9, 2017 20:31 |
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Phrosphor posted:This discord invite is showing as expired, could somebody please post a new one? Permadeath! This link is set to "never expire" which means it will die of hubris. https://discord.gg/dBktUPJ
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# ¿ Aug 14, 2017 23:26 |
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DisDisDis posted:I've got a post floating around somewhere here about how cool and fun Incursion is, even if I can't figure out an easy way to take things out of chests
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# ¿ Aug 18, 2017 07:20 |
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Kornel's finally got some new Jupiter Hell video up: https://www.youtube.com/watch?v=U0IpNxqt34s
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# ¿ Aug 30, 2017 17:17 |
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Weedle posted:Ah the old "broke my arm in a freak dancing accident" excuse. Dropbear posted:Nope, fire and cold were around 80%+, the rest around 60%. I could have used the desperation orb debuff on the mob I guess, but that still would've killed me pretty handily. I suppose that's the weakness of light armor builds; the ginarmous light shield & 90%+ dodge rate carried me that far so easily I got complacent. No non-AK, non-PostGame monster does 1550 in one hit without some help.
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# ¿ Sep 15, 2017 23:22 |
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What's a Switch? With Tangledeep, Zircon remains the primary creative force. He has a grand plan, points the tanglejeep at the horizon, and hits the gas. I offer up some minor course corrections and help deepen the ideas that make up the plan, including looking for pitfalls down the road. Code wise I've been running around in the codebase having fun fixing this and that, making more stuff data driven, and helping Zircon up his code game by pointing out language features and programming concepts he's not yet familiar with. I still get to do some writing stuff too! Obviously there's less time for dmans dev, but I did about four hours worth of it on stream today and fixed up a mess of bugs. Oh, I also coalesced weapon/armor item cards so that multiple stat displays will combine. For example if you have Stellar on a weapon 4 times, you won't see "Deal 5% more Starlight damage" four times, but rather "Deal 20% more Starlight damage" once.
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# ¿ Sep 21, 2017 09:54 |
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PMush Perfect posted:Yeah but some games just let you pull the files right out and never check Steam again. Pretty sure D-Mans is one of them. Introducing the Pay2Lose DLC might have broken that, in prepping for the most recent patch I realized that some of my code to check for DLC ownership might cause a crash if there's no Steam at all. I fixed that up, but the patch isn't out yet.
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# ¿ Sep 24, 2017 20:57 |
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Phrosphor posted:I feel like at least one skill should be "Punchkicking" "Kickpuncher" was the name of the original barechested martial arts guy sprite. I'm glad y'all are still enjoying Dungeonmans While "Make enough money to live and do things" is technically my primary goal with dmans, "Entertain the goons and the thread that encouraged me to finish the game in the first place" is my secret second goal. Heat Signature Awesome! posted:it is slightly concerning to hear "and then i blasted out a window and scooped up myself and my target with my pod" so often relative to other cool situations * Mission based adventure, with set goals and a permanently decreasing buffer between you and death. * Loyalty missions, which are pre-defined character loadouts, enemy types, and goals. They're the most puzzley of the types and let you try as much as you want without worry of permadeath. * Just getting into your pod and looking for trouble. Great way to build up loots and also wreck fools across space. The missions come with your typical sets of bonus challenges: don't kill anyone, don't let anyone see you, don't even HURT anyone (that is tough), or just a stack of difficulty modifiers where the time limit is bullshit, all the guards are in terminator armor and can blink right to you, and also enemy spaceships are shooting at the ship you're on. Handling poo poo situations does make you feel cool, and while you can often just gently caress off out the window into space when you need to, that's usually a sign that something has gone tits up. Neutralizing a group of five guards when they have shields and armor is a challenge unless you happen to have some explosives, in which case it's comedy gold given you don't mind everyone else hearing you. You can also fill the airlock with unconscious guards and jettison them all into space at the same time. I like to imagine my little spacemans is saluting while doing so. My favorite challenge in the game is when the guards see you and set off the ALART, and you have X seconds to murder the ship's captain or he will drive you right to space prison. The captain is often far away, and you need to think about how to teleport, steal keys, and Go Real Fast to get there lest you lose your character to the slammer. Pausing, planning the route, making it 85% of the way before you realize you done hosed up now and have to come up with a Plan G to get there is truly fun. Best and most tense adventure so far was on stream last night, lucky me: https://www.twitch.tv/videos/177889793 12 minutes long but the good poo poo happens in the first 5. Death was assured, but then...
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# ¿ Sep 27, 2017 16:51 |
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TooMuchAbstraction posted:One of the defector missions starts you out floating in space near your target, with no pod. You have to somehow board the ship and take out your assigned quarry, then fly the ship back to safety. But how are you going to catch the ship with no pod? I loved that poo poo, and the snark the game throws at you too. "Well this doesn't look promising." "Perhaps you have a clever plan and this is only phase 1?" "You could always just restart from the menu!" man gently caress you you british pile of crumpets and gameplay, i got thissss
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# ¿ Sep 28, 2017 18:49 |
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ExiledTinkerer posted:In other news in terms of Grand Hybrids: Asura has a spiffy massive free update that they are calling an expansion to draw attention and refresh the enticement: The video in what you linked above shows gameplay in spaces that aren't perfect square though, so progress!
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# ¿ Oct 5, 2017 14:42 |
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FEM7QCN-9FPMA-HW7YD didn't work, what do? o wait
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# ¿ Oct 17, 2017 02:32 |
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Johnny Joestar posted:probably not gonna get cogmind since i bought a used car the other day to replace my 20+ year old one whose transmission decided to die, but i've been telling all my roguelike friends who i got into qud about it
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# ¿ Oct 17, 2017 03:36 |
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I have been up to my third chin in the dmans Halloween patch but it's out now and I can post something more meaningful than puns and snark: Kyzrati: Out loving standing man, and grats on getting into the big market. I remember you telling me what sort of rotating sawtooth hoops you were looking at jumping through to make it happen. I haven't played in a good long while but I will make it a priority. I admire the game's aesthetic a great deal, as well as the build-and-scrap-and-build-more-better loop. Cogmind is an excellent example of why our genre is the most interesting and most best. quote:Flat number progression Totally fun games can exist without the numbers getting bigger, but be aware that the numbers you see are not always the numbers that matter. STALKER has an increasing power curve, but you don't see it in the gear. The numbers on the guns are relatively static, the changing numbers are in the background. * Time to travel between locations * Length of time you can survive before returning to base * Number of enemies you can take on at once * Time to Kill: How long it takes you to defeat a given foe on average * How much money you can get for a decent haul of loot As you build a collection of energy drinks, vodka, and medical gear, you become a more powerful force in the field. Having more of the good ammo, with a better scope all the fixins, means you can kill stuff faster and from farther away. The loot that drops becomes more valuable without getting any bigger, and iirc you can build better relationships with various merchants to sell stuff for more money. There's a power curve for sure, it just isn't represented with ever climbing HP and Stremf scores. A good power curve makes you feel like a survivor, someone who has triumphed and grown strong despite the odds. If the curve goes too far one way, everything is a lol-tastic cakewalk, the other way and you have to find a secondary method of meaningful progression.
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# ¿ Oct 17, 2017 23:52 |
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Tuxedo Catfish posted:Conversely, while it's probably a softer boundary, there's some amount of resources you can have that completely trivializes the encounter and lets nearly anything work. This also erases tactical skill because now just about anything will work. What's really nefarious about this is that a player can skip learning how the tactics are really supposed to work and instead just potion their way through everything, and then when potions run out they may well be up poo poo's creek. On the other-other hand, having a high pool of resources doesn't usually stop most of us from playing with sound tactics because everyone is so tightassed about using consumables.
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# ¿ Oct 17, 2017 23:55 |
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Highblood posted:If it's a good roguelike you can pretty much assume a goon made it We fight for the users.
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# ¿ Oct 18, 2017 19:28 |
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Kyzrati posted:From an early stage it was obvious physical screen size would be the primary limiting factor, and individual Render to texture, make texture big. Allow players to check a box, cringe at the no longer pixel-perfect alignment of your art but hey they'll be happy and that's what counts. Dungeonmans should do the same thing except it's more hosed in XNA and my current draw path uses a few RTs already for FOW and such. But do this, don't be like me, because people love complaining about not being able to parse the log on tiny monitors (or giant monitors) and will leave negative reviews for it too. quote:reviews
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# ¿ Oct 20, 2017 14:49 |
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Any thoughts on AuroraRL? http://store.steampowered.com/app/437890/AuroraRL/
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# ¿ Oct 23, 2017 15:11 |
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C.M. Kruger posted:Ever see the movie Gunhed? https://www.youtube.com/watch?v=WJgAeGUD2FU
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# ¿ Oct 26, 2017 02:13 |
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bahahahahah
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# ¿ Oct 28, 2017 16:36 |
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zirconmusic posted:I know it's not really a roguelike NT owns, it's almost too good. I wish Gungeon was as much fun. Vlambeer does a lot right and one of their best secret sauces is screen shake. Yes really, in all their games. They have weird camera jank that actually feels good down to a science. Jelly. I wanna make a dmans action game one day. One day! StrixNebulosa posted:Try Starward Rogue on the mech that makes time only move when they move for that kind of gameplay! It's just as weird and interesting as Nuclear Throne, and easier for my reflex-poor self.
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# ¿ Oct 28, 2017 16:56 |
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John Lee posted:zirconmusic should start up "Tangledeep Thursdays" so I can have a regular drip of roguelike content In fact I'm going to hire burly cornfed professionals to live in his office and force him to adopt a slower update cadence before he devs himself into a coma.
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# ¿ Oct 30, 2017 23:13 |
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I played some Rogue Empire over the weekend: https://portal-entertainment.itch.io/rogue-empire Lots of potential, pretty tiles, dead simple gameplay in its current state. If you are the kind of goon who throws 8 bucks at a roguelike experiment because you can and you want to support the genre, please do so because your feedback will help. If you are more picky with your resources, this game isn't ready yet. It plays like a passion project, but doesn't have much (currently!) that we haven't seen before. You don't gain any new gameplay abilities as you level, but you are encouraged to try and research spells from scrolls, books, and wands. There are a few Because Roguelikes features, such as locked doors at random that have no meaningful content behind them but may also block progression entirely, unless you (K)ick them repeatedly which damages you each time. Check, check, and check. There's potential in the magic system where not only do you have a mana pool but also Arcane Weave, which goes down by one when you cast a spell, stays down by X if you buff yourself, and recovers very quickly if you don't cast for a couple of rounds. Cool in theory, but I played a Tree Mage and my first attack, Water Bolt, was the only attack I used for nine levels. I killed 90% of the monsters I saw with hot streams of piss until I came across a Water Elemental who could cast it harder than I could. RIP. I got a Summon Monster spell I used a handful of times but each cast of Summon Monster reduced my max mana, which was a huge turn off. Leveling up gives you a choice of options drawn at random, sometimes those choices are temporary and fleeting, like some gold or healing potions. Never choose money over power. I'mma play it a little more, and then wait for further content patches. The game has potential and I hope the dude keeps plugging away at it. Here's the end of my run, a handful of minutes from death, but you can scroll around the previous two hours for other snippets of game. https://www.twitch.tv/videos/187328746?t=2h38m0s
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# ¿ Nov 5, 2017 22:55 |
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Dancer posted:
Soul Essence are points earned between plays. When your run ends, you've gathered up X soul essence and then you can spend it on things that make your next hero stronger. It's a pretty straightforward metaprogression system. In this case, if you sub to the game (which is effectively what Patreon is here) you get increased resource generation. In genres like MMOs that's so common no one bats an eye. The roguelike audience is different. This sounds like I'm being snarky but I'm not: there are vocal members of the RL audience who get really angry at the thought that someone else playing a single player game has a different experience because they paid more money. That why my only piece of dmans DLC is completely free of any sort of bonuses, enhancements, or new gear. It just makes you die more. That said, it's loving difficult work making ends meet selling people hours of concentration and focus followed by intense frustration and anger. If the guy can get an extra tank of gas money every month out of a Patreon, he should do it.
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# ¿ Nov 6, 2017 01:09 |
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DACK FAYDEN posted:This is a flippant, totally unconsidered response: gently caress those people. Does it have a measurable impact? Word of mouth among RL lovers is important to me, especially three years in. I'm already down to 89% rating on Steam, a handful of negative reviews would tank it even further. That's the main metric Steam uses to decide who gets to see your game. I don't bow and scrape before people to keep my ratings up, but I keep it in mind.
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# ¿ Nov 6, 2017 01:18 |
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Dancer posted:I still consider it ever so slightly... "slimy" (simply for lack of a better word) but I would be crazy to think less of the game or its players for it. Tuxedo Catfish posted:There's a kind of meritocratic intensity to the community for Nethack / ADOM / Crawl / etc, a certain pride in being the kind of person for whom "you could play this game for years before you beat it once" is a positive. Anything that gives you an advantage other than skill or luck in that context is suspect, and anything that gives you an advantage silently, where you can't see it prominently displayed on someone's YAAP, is unacceptable. If you can buy a win it devalues the significance of that accomplishment for everyone else who's done it.
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# ¿ Nov 6, 2017 01:45 |
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# ¿ Apr 27, 2024 03:46 |
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Dancer posted:When you put it as plainly as that, it's easier for me to formulate: As someone not intimately familiar with the exact inner workings of the game, the moment I see that I will automatically wonder if maybe your design wasn't compromised (e.g. you made it extra grindy and tedious, and maybe those items are OP to make the purchase extra attractive) by this extra profit motive. It won't probably stop me from enjoying the game if I started and realized that it's fun, but it will at the very least make it slightly less likely for me to get started in the first place. If someone is bad at roguelikes but enjoys them, only has two hours a week to play, and just wants to get strong without having to Git Gud, they also likely are willing to pay a couple bucks to smooth the process of leveling and have enough pots and supplies that they should never die (even though they will, lol). My biggest problem with doing this in my own game is that offering a player a button that makes the game easier changes everything about how the game feels to a committed player. Smuggo games journalists say things like "Just don't push the button then, who cares?" but that's because they push the button with their raging smug-chode as soon as they are able and don't give a skinny dump about the games they play. Cheating is a hymen that never grows back, the first time you realized you could just IDKFA yourself all the guns in Doom, everything got less scary.
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# ¿ Nov 6, 2017 02:20 |