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Author Topic: Diggr (Roguelike)  (Read 6810 times)

tkatchev

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Re: Diggr (Roguelike)
« Reply #30 on: December 18, 2011, 05:41:10 am »

Hi all. I've uploaded a new version of Diggr today.

Changes:

  • The game now tracks the astronomical phases of the moon and waxes and wanes with it. Some phases of the moon will enable a completely different game mechanic with different monsters, strategies and tradeoffs. (This is a fairly big change!)
  • Bugfixes.

Thank you.
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klingon13524

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Re: Diggr (Roguelike)
« Reply #31 on: December 18, 2011, 08:28:46 am »

Isn't diggr supposed to be about underground stuff? I'm not protesting the update, but it seems a little odd.
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tkatchev

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Re: Diggr (Roguelike)
« Reply #32 on: December 18, 2011, 08:34:17 am »

Isn't diggr supposed to be about underground stuff? I'm not protesting the update, but it seems a little odd.
There's lots and lots of digging, but not necessarily any sort of definite underground theme. You can read the backstory/theme here: http://code.google.com/p/diggr-roguelike/wiki/RidiculousBackstory
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sebcool

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Re: Diggr (Roguelike)
« Reply #33 on: December 21, 2011, 02:13:10 pm »

Why are there moons and stars in an AI? And why would it give you weapons?
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tkatchev

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Re: Diggr (Roguelike)
« Reply #34 on: December 21, 2011, 02:23:23 pm »

The part about moon phases is the most realistic bit, as anyone who's debugged large enterprise software systems knows. :)

Why are there moons and stars in an AI? And why would it give you weapons?
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tkatchev

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Re: Diggr (Roguelike)
« Reply #35 on: January 03, 2012, 04:23:43 am »

Hello all.

I've finally released a new version today. Changes:

  • Massive performance improvements. (The game is now up to 100x faster in certain contexts.)
  • Completely changed fire/flamethrower mechanics to be interesting and unusual.
  • Implemented a simple config file.
  • Balance fixes: removed useless items (GPS tracker), changed old items to be more useful (cold mud, magic mapper), added a new item (doppelganger).
  • Reimplemented targeting mechanics for ranged weapons.
  • Numerous bugfixes.
  • Numerous usability fixes. (Fixed the 'x' inventory command, added a 'destroy item' inventory command.)
  • You can now compile the game from source cleanly under Linux.
  • Linux versions are now using Jack audio for sound instead of Portaudio.

You can download the game from the official site: http://code.google.com/p/diggr-roguelike. Thanks. :)
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tkatchev

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Re: Diggr (Roguelike)
« Reply #36 on: February 01, 2012, 02:28:18 pm »

Hello all!

A new version of Diggr has been released.

See the list of changes: http://diggr.name/wiki.py/ChangesInVersion12.02.05

This release was focused on making the game more fun, especially on the 'winning the game' front. Five new victory conditions have been added, four of them thematically linked to the different dungeon branches.

The official site is now here: http://diggr.name/wiki.py/FrontPage

Thank you. ;)
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Mephansteras

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Re: Diggr (Roguelike)
« Reply #37 on: February 01, 2012, 02:36:01 pm »

Cool. Downloading now!
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tkatchev

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Re: Diggr (Roguelike)
« Reply #38 on: February 25, 2012, 04:58:40 am »

After some furious and fast-paced development, a new version of Diggr has been released.

See the changelog here: http://diggr.name/wiki.py/ChangesInVersion12.02.26

You can download the game here: http://code.google.com/p/diggr-roguelike. (Just repeating the link here is case it got buried in the thread above.)

Most of the changes are behind-the-scenes, but the most user-visible change is 'luck'. The RNG can now respond to the player's actions; dice rolls are now tweaked to be 'lucky' or 'unlucky' on a sliding scale, depending on how much the player has pleased the RNG gods. Smiley

Thanks, and be sure to leave comments.
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