Wednesday 11 September 2013

New Version Uploaded

Just uploaded a new version with a few significant new features.

The biggest, I'd say, is the new combat system: Rogue!
Will be added to the Information page shortly, but it's not hard to understand.
Press space to toss a pair of dice. If you roll more, you hit them, less they hit you.
The higher the discrepancy the more damage is done.
While this battle system seems slow at first, the numbers are far higher.

This mode is great for players that have poor reflexes and cannot beat the current systems, as well for players that have too good reflexes and can never lose with the current systems (like me!)

Another new system for this versions: Mystery Potions!

All potions now appear as a colour, instead of a proper name. (Eg, White Potion, Blue Potion ect.)
When you drink a coloured potion, you will receive the effect of that potion and from then on all of that colour will appear as it's name, and all the ones in your inventory will change names.

 For example: If you have 4 Blue Potions, and Use one, you might discover it's a Teleport potion! You will Teleport as a result of drinking one, and you will notice the 3 remaining Blue Potions have changed into Teleport Potions in your inventory! From that point on you will not find Blue Potions and instead find Teleport Potions.
 However, what colour corresponds to what potion will change every time you play!

 Note that drinking per-identified potions from Milryth's shop will not identify them.

There is also the new Poison system.
Instead of each bad item changing the player once (like old Fly Biscuits) this new system instead applys a Poison. The Poison will change the player every few steps (it's random) until they are fully transformed, leave the floor, or drink an Antidote Potion. Multiple applications of the poison will reduce the number of steps you can take before transforming.
 However, the same potion that risks poisoning you can also be quite helpful, as it has two possible positive buffs that you may get instead! It's up to you to evaluate the risk.

 The new Buff/Debuff icons I am quite fond of. They were a quick idea I had when I couldn't think of a way to display certain buffs that were previously hidden. You may mouse over them for a bit more info in some cases. Currently they are somewhat limited, as there are only 4 buffs/debuffs in the game that count for them. Stat changes do not display them because of how stat changes work.
 I could add icons showing that a certain stat is raised and by how much, but not have icons for each source of the increased stats.

 Also, I have disabled needing to log into to comment, so maybe that will make me feel less like I am typing to nobody.

15 comments:

  1. Aww you're not typin to nobody, people just incredibly lazy.

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  2. The potions and poisons system looks interesting, have you added more tf's as well?

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  3. Okay I REALLY like the idea of the cursed/Posioned effects. This could also be applied to items. For example, you using a sword, it could be have a long flowing transformation on you which basically changes you into a something :)

    A wand which could slowly change you into a fairy if you hold it for a very long period of time. Of course, the benefits of using the item needs to be accounted for, so there is a "Um... should I use it or not" type thing.

    Was hoping for really good poison system and you certainly have added that - which is awesome! :)

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  4. Yep, people confirmed for lazy. Namely me.

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  5. Dice are an interesting idea, but WAY too slow. They're random numbers; I don't really need to see bouncy dice to get the idea, and it's no fun sitting there waiting for the dice to do their thing.

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    1. It is actually the quickest combat.
      I can speed it up a little more though.

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  6. is there a list of transformations that are in the game?

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  7. The cursor disappears in the window after starting the game? It's there when i'm selecting the settings at the beginning, but after starting the game it vanishes and stays that way within the window, even if I go back to the settings menu ingame. I'm using Windows 7 64-bit.

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    1. Tap ALT or TAB a bunch. Your cursor got attached to some text and thinks it can edit it. After cycling through many other text bodies and buttons, it will eventually return. Hope this helps.

      ~F.V.

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  8. The cursor vanishing only seems to be when I set the dungeon size to massive.

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  9. Around the Dice (in fact the whole combat system somewhat)

    Weapons, or items don't really take account in much in the combat system, so no benefit from having a sword, or axe, that I can see.

    The dice is showing it even more. Some monsters should have a bonus added to their dice, but some armor or sword could add bonus to your dice also (or your strength etc). So just right out Dice rolling is okay - happy for it because that is role-playing at its best, however, without the modifiers it just really feels like nothing but random numbers.

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    Replies
    1. I don't wish to add weapons because it would require graphics for each one, and such resources are better used elsewhere. Furthermore, I don't think the player should always need to have hands.

      Items do, however, effect combat.
      The current in-game items that increase Power have a similar effect to a more powerful weapon. More power is more damage.

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  10. Love the game, wish it got more attention. Do you have some sort of list of TFs anywhere? Also ever any plans for making different versions, such as a Mobile version? I imagine theres a pretty hefty amount of work that would require..

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