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the littlest prince posted:Version 1.7 released
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# ? May 15, 2014 15:59 |
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# ? Jun 9, 2024 11:28 |
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Chas McGill posted:I like to think that this happened because I donated again yesterday. Doesn't seem like a major update, though. But it says "and much more!".
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# ? May 15, 2014 17:56 |
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I can't believe this guy is still updating. Good job goon Edit: Well color me purple. I assume all quality effort stems from SA. GodspeedSphere fucked around with this message at 07:07 on May 16, 2014 |
# ? May 16, 2014 04:53 |
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GodspeedSphere posted:I can't believe this guy is still updating. Good job goon Pretty sure Watabou isn't a goon, just some random Russian dude with a dream. e: Also, he's apparently very keen to make a new game, which would be based on an overworld rather than a dungeon. precision fucked around with this message at 05:55 on May 16, 2014 |
# ? May 16, 2014 05:51 |
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Hah, you can't stairdance goo any more. The stairs disappear.
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# ? May 16, 2014 15:07 |
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the littlest prince posted:Hah, you can't stairdance goo any more. The stairs disappear. I don't like that change. Stair dancing is a time honored Roguelike tradition.
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# ? May 16, 2014 16:17 |
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vulturesrow posted:I don't like that change. Stair dancing is a time honored Roguelike tradition. Stand in water on a brown seed while goo is on land is pretty much a guaranteed win as well.
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# ? May 16, 2014 16:29 |
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I have had goo kill me there. The earthroot doesn't have unlimited health, so if your weapon is crappy enough he can still win the damage race.
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# ? May 16, 2014 16:39 |
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Jorath posted:I have had goo kill me there. The earthroot doesn't have unlimited health, so if your weapon is crappy enough he can still win the damage race. You have to be really unlucky for that to happen though. Out of the number of times I've had to beat him with nothing more than Earthroot and a Knuckleduster/Dagger, I've won probably 9/10. I'd say those are good odds for a roguelike. If you have a healing potion or two, the odds are even more stacked in your favor.
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# ? May 16, 2014 19:35 |
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Can't pull that trick with the other bosses, though. I've only got to 16 once. Normally die to tengu.
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# ? May 17, 2014 12:02 |
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Game's going open source. Can't wait for a pc port!quote:Open source
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# ? May 21, 2014 05:26 |
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Harminoff posted:Game's going open source. Can't wait for a pc port! Maybe someone will finally fix the "Welcome to the level 1 of the dungeon" message. Also, small update to version 1.7.1! http://pixeldungeon.tumblr.com/post/87097502400/1-7-1-released
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# ? May 28, 2014 15:44 |
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Oh man, open source will do wonders for this game. Can't wait for the PD equivalent of SLASH'EM featuring 20 classes (not even kidding).
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# ? Jun 3, 2014 00:58 |
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precision posted:Oh man, open source will do wonders for this game. Can't wait for the PD equivalent of SLASH'EM featuring 20 classes (not even kidding). I just want to see it on iphone. Unrelated: I just played a game a couple days ago where I had locked doors without keys (tried map scroll) - 2 different floors had that. Maybe that was a bug fixed in the new update? Also, I haven't found the "new room type" that the google play page made reference to. Anyone?
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# ? Jun 3, 2014 01:36 |
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Civil posted:I just want to see it on iphone. You saw the new room type. The key is inside the locked room and there is a way to get to it. But frankly it's unintuitive. And until the most recent update it may have been impossible due to bug(s). You have to jump down from the chasm in a dead-end room on the next floor up (explained here: http://pixeldungeon.tumblr.com/post/87595627645/missing-keys).
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# ? Jun 3, 2014 01:56 |
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Oh look it's another trap room. Let me just activate them one by one with arrows! I didn't know there were mob spawning traps. So far the only trap-filled rooms I had encountered previously were either fire or paralytic traps. That said, it sure was fun axing them all down, with the Potion of Strength topping it all off!
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# ? Jun 3, 2014 18:33 |
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Captain Flame Guy posted:Oh look it's another trap room. Let me just activate them one by one with arrows! Holy poo poo. I've never seen a trap room with summoning traps, that's amazing. I'm surprised you lived. Good time for a toxic gas potion, maybe (I never use them so don't know their range very well). The color of summoning traps did change recently to white, thankfully. Before, both summoning and lightning traps were blue. So they should become easily recognizable.
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# ? Jun 3, 2014 18:38 |
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Oh hey, I'd never ran into this before. Opened an unknown scroll (mapping) on level 5 and there was a hidden room.
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# ? Jun 12, 2014 17:06 |
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Just had a great (bad) death. It was the piranha room and I had two unidentified potions. One would be the invis potion, and the other was ???. It turns out that the other was a poison cloud potion, which paralyzed me and the piranhas ate me up. This was on level 4 where I had a longsword +2 and leather armor +2. I was kicking rear end and then welp.
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# ? Jun 12, 2014 17:35 |
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You drank the potion inside of the piranha room?
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# ? Jun 12, 2014 17:38 |
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At the door.
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# ? Jun 12, 2014 17:43 |
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Civil posted:Oh hey, I'd never ran into this before. Opened an unknown scroll (mapping) on level 5 and there was a hidden room. Yeah as far as I know the rat king doesn't do anything yet ut he's there pretty often. The chests pretty much always contain garbage though.
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# ? Jun 12, 2014 20:54 |
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Rise, RISE from the grave, my precious thread! Big news. Pixel dungeon's source code has been released. News: http://pixeldungeon.tumblr.com/post/93210548010/open-source Github: https://github.com/watabou/pixel-dungeon I'm going to take a look at it tonight, hopefully.
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# ? Jul 29, 2014 16:33 |
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the littlest prince posted:Rise, RISE from the grave, my precious thread! That's cool, but I bailed on the game when they went to non-square levels. It was too much of a pain to find hidden stuff then. Maybe someone can make the same game but with older square levels.
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# ? Jul 29, 2014 16:41 |
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The very next update made the generation algorithm far less secret-happy. I was bummed, too, for all of, like, three days. Incidental extra rooms not located on the ends of hallways are usually unimportant and figure into the same rogueluck aesthetic as everything else, and missing keys/keyholes/stairs are rare enough that I find it difficult to loathe.
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# ? Jul 29, 2014 19:19 |
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Jerk McJerkface posted:That's cool, but I bailed on the game when they went to non-square levels. It was too much of a pain to find hidden stuff then. Maybe someone can make the same game but with older square levels. It wasn't too much more difficult. I've beat it way more frequently since it changed to non-square levels. And after a few playthroughs, you get a feel for where most hidden doors are. (hint: stairs rooms) The only change I'd like to see is someone doing something with the armor mods to make them useful (like weapons). I just sell those little armor sticks when I find them rather than risking something that will ruin the armor I'm in.
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# ? Jul 29, 2014 19:35 |
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Metabolism and Viscosity mitigate heavy blows and trade them for easily anticipated slow-burn damage; this is an enforcer of consistency and beneficial. Affection and Bounce prevent melee exchanges for both you and your opponent, which is a pretty one-sided deal a lot of the time. So if you've got a decent ranged option, that's a 40% chance of getting something helpful with every application of a stylus. Those are usually pretty actionable odds at about the time you get to the Dwarf City.
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# ? Jul 29, 2014 19:52 |
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But, I mean, I agree, Potential and Multiplicity should be something other than a loving death sentence by attrition. There's obviously a lot of room in the theme of "corrupt bargain" but it requires some original thought. I could see: -"Multiplicity" changed to make illusory copies of both of you, but at no health expense (not 100% thematically appropriate for being an armor effect, though; call it something like "Glyph of Mirrors") -A glyph that screams like a banshee, damaging your aggressor and producing the effects of an alarm trap/scroll of challenge -A glyph that causes terror/lullaby but also incurs blindness (would be annoying as gently caress; probably a bad idea) -A glyph that only triggers when you're hit by a ranged effect and Blinks you directly to whoever shot at you -A glyph that enrages you like a Gnoll Brute, buffing your melee damage at the expense of your dodge stat -A glyph that just catches your enemy on fire, straight-up, because that's already a haphazard inconvenience -A glyph that randomly selects a wand or ranged weapon from your inventory and throws or discharges it in the direction of your enemy -A glyph that exchanges the damage absorption of your armor for a dodge bonus, a la the Rogue ability I have it in mind to make a shifter mod to work in a couple of little riffs on what's already there. I want a second quickslot, because everybody wants a second quickslot I wanna rework the weapon table to make the mace a normal-speed weapon but give the quarterstaff a delay of two-thirds (one free hit for every two exchanges) so that there's an actual fast-weapon alternative to the knuckledusters which also happens to share its kung-fu aesthetic. Also wanna switch the stats of the glaive/warhammer and battleaxe/longsword, because it seems to me that a big loving barbarian weapons should be the less accurate and more brutal ones at their tiers. I think it would be cool to let people throw the spear like a non-returning boomerang instead of it being a big slow hard-hitter. I wanna add a potion belt at the expense of the wand holster. I wanna make the potion of levitation temporarily relieve the speed penalty of wearing heavy armor (not that I think anybody would ever notice). I wanna work out a way to make wells of awareness pre-identify a potion or scroll of your choosing. Like, let you pick out "Paralytic Gas" or "Psychic Blast" and reveal its color or symbol. As it stands, I think wells of awareness are the least exciting of the three. Guess I gotta look at all that poo poo to see how much my motivation will actually carry me, though. Eikre fucked around with this message at 22:52 on Jul 29, 2014 |
# ? Jul 29, 2014 20:36 |
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It looks like someone on github started a modloader, but it's gotten basically nowhere in the last two days, so who knows how serious he is about it. I'd personally just rather improve the base game to start with. And there is plenty. You've listed a lot, but imo these too: - Relative uselessness/rarity of fear/lullaby/teleport. - Relative uselessness/rarity of weapon enchants - Relative uselessness/rarity of glyphs, which has already been mentioned - Put stairdancing back in. Goo, please. And a bunch more of course. I'll have to see about getting this thing to build first but I'm seriously considering working on this as a hobby. I wonder if he is still planning on maintaining it or if he'd rather someone else pick up the torch or whatever.
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# ? Jul 29, 2014 21:29 |
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Wow he really doesn't like commenting on his code does he? This is the first time I've really looked at the source code for a game and I have no idea what's going on. It's weird to see how the actions I've performed correspond to actual methods and variables.
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# ? Jul 29, 2014 22:18 |
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the littlest prince posted:- Relative uselessness/rarity of weapon enchants I'm wondering how much less sophisticated or rewarding the enchantment system would be if you just got rid of the disenchantment chance from upgrading a weapon. Scrolls of weapon upgrade would still be beneficial for adding and enchantment or re-rolling one. Someone convince me that ranged weapons aren't a non-feature. They're unsustainable, inaccurate, and all the varieties take up a shitload of space. I would want to make the Huntress feature that adds strength to damage a feature for everybody, and make all her missiles indestructible to make up for it, so that she could keep picking them back up even after hitting someone with them. Maybe add a chance for the Tengu to drop a special ring ("of Magnetism"), like DM-300 does, that makes expendable missiles return to your inventory after they miss, like a boomerang. Eikre fucked around with this message at 23:29 on Jul 29, 2014 |
# ? Jul 29, 2014 23:27 |
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Eikre posted:I'm wondering how much less sophisticated or rewarding the enchantment system would be if you just got rid of the disenchantment chance from upgrading a weapon. Scrolls of weapon upgrade would still be beneficial for adding and enchantment or re-rolling one. I don't ever use them, except for curare rarely and fire very rarely, but I could see them being helpful at times. I've always just ascribed it to my playstyle. And gently caress all the inventory space they take up. I'm thinking instead of a second quickslot it would be cool for the quickslot to expand into a menu with all other wands and projectiles. A second tap would just use the quickslot's item, or you could choose something else.
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# ? Jul 30, 2014 01:53 |
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Actually, I use them to trigger trap rooms. Anyway, I've been looking at the source and trying to add a second quickslot. Due to knowing almost nothing about Android, and the code's fairly complex structure, and me getting distracted and watching internet folks play Don't Starve, it's not going so quickly.
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# ? Jul 31, 2014 05:09 |
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the littlest prince posted:Actually, I use them to trigger trap rooms. You can use literally anything to do that.
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# ? Jul 31, 2014 07:29 |
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Eikre posted:You can use literally anything to do that. Not potions or seeds. They take effect and don't even trigger the trap. Or scrolls, when they're fire traps. You aren't likely to have a bunch of anything else in the first few levels.
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# ? Jul 31, 2014 18:25 |
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The point is that if one of the primary functions of range weapons is acting as a substitute for when you don't have a sufficient stockpile of other dirty useless garbage, then yes, they need to be readdressed.
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# ? Aug 1, 2014 01:35 |
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Prince, take it easy
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# ? Aug 2, 2014 00:00 |
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Got the second quickslot working tonight, minus a few bugs here and there, and then realized why it probably didn't exist. The blue arrow now overlaps the bag. Did a few other things too. Going to fix this and then probably make it available.
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# ? Aug 5, 2014 06:21 |
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the littlest prince posted:Got the second quickslot working tonight, minus a few bugs here and there, and then realized why it probably didn't exist. That would be extremely helpful. I'm excited this is going places. Is moving icons up the left side out of the question? I have no dev skills to contribute but I'd be happy to lend art/design anywhere you need it.
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# ? Aug 5, 2014 15:08 |
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# ? Jun 9, 2024 11:28 |
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brother-joseph posted:That would be extremely helpful. I'm excited this is going places. As a solution to this problem, or as a separate feature? It's certainly not out of the question, but as of right now I can't imagine many people wanting it. Plus, I'd rather work on gameplay/mechanics/balancing changes next.
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# ? Aug 5, 2014 15:32 |