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Author Topic: Lugdunon -- playable alpha of a sandbox crafting RPG  (Read 10391 times)

Vibe

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #15 on: November 04, 2013, 05:37:12 am »

There seems to be a problem with registering:

Username is supposed to be 3 chars or longer, but I get that error displayed even though I use a 4 char name (tried with longer as well).
My email is invalid?

Just fyi.

Regards,
Vibe
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lugdunon

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #16 on: November 04, 2013, 09:23:16 am »

There seems to be a problem with registering:

Username is supposed to be 3 chars or longer, but I get that error displayed even though I use a 4 char name (tried with longer as well).
My email is invalid?

Just fyi.

Regards,
Vibe

Sorry that you seem to be having issues with registration.

Might I ask which browser / OS are using?
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TheBronzePickle

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #17 on: November 04, 2013, 12:39:25 pm »

I had the same issue, you should try just re-typing a portion of the name and address. It seems to especially dislike using an autofill utility like the Firefox drop-down.
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Mephansteras

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #18 on: November 04, 2013, 02:05:07 pm »

I think the grid crafting system is fine, if you want to go that way, but you might as well have the recipes in game. If the default for most people is going to be the wiki open in a browser while playing the game you're really not doing much with 'discovery' of recipes so much as adding an extra step for players.

Some sort of character memory would work better. Either by learning recipes you can craft via books/training or some sort of basic crafting level system with more complicated crafting requiring higher level in that skill set. They can have both recipe discovery within the game as well as an in-game recipe list for what the character knows how to make.
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Mephisto

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #19 on: November 04, 2013, 02:10:41 pm »

Learning by discovery is okay, to a point.

One of the quests is the perfect example of this - make candles given two wax and a string. There are only so many combinations that make logical sense and I had what I believed was the correct recipe in mind, but nowhere is it explained (unless you go read a howto on the wiki) how to split stacks. Had I not read that, I never would have discovered how to craft.

That being said, shift+drag to move half a stack isn't very friendly if you need to do it multiple times.
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lugdunon

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #20 on: November 04, 2013, 11:31:25 pm »

I had the same issue, you should try just re-typing a portion of the name and address. It seems to especially dislike using an autofill utility like the Firefox drop-down.

Interesting. I'll make note of ensuring that registration works with autofill. Thanks!


I think the grid crafting system is fine, if you want to go that way, but you might as well have the recipes in game. If the default for most people is going to be the wiki open in a browser while playing the game you're really not doing much with 'discovery' of recipes so much as adding an extra step for players.

Some sort of character memory would work better. Either by learning recipes you can craft via books/training or some sort of basic crafting level system with more complicated crafting requiring higher level in that skill set. They can have both recipe discovery within the game as well as an in-game recipe list for what the character knows how to make.

I'll see about getting a recipe viewer in-game. The major lifting has already been done on the UI side with the recipe editor available to GMs. Shouldn't be too time consuming to adapt that to a read-only mode.

I do like the idea of recipe discovery being a 'recorded' action that would allow for a list of 'known' recipes. Will have to spend some time thinking on how to properly implement that.
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TheBronzePickle

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #21 on: November 05, 2013, 12:23:47 am »

As a note, I made a human female on the secondary server and got no seeds.
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brash

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #22 on: November 05, 2013, 02:26:06 am »

I think only the "farmer" characters (female or male) start with seeds.   I stuck some of my extra seeds in the chest in the farmer NPC's house if you need a few to get started. (second server)
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TheBronzePickle

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #23 on: November 05, 2013, 10:27:51 pm »

I know that, but it seems a bit cheaty to also start with bronze everything.
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lugdunon

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #24 on: November 05, 2013, 11:11:19 pm »

The current farmer character archetypes are currently there just for testing / demo purposes.

Once currency and vendors make it into the game, purchasing seeds, livestock, and other items will make everything accessible in one way or another.
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ductape

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #25 on: November 06, 2013, 01:12:45 am »

so it kinda seams, that when the DM tools are done you will be able to run something like a graphical MUD of sorts? PLease allow DM players to have lots of cool tools like they would in a MUD or a Neverwinter Nights persistent world.

e.g. moving around invis and placing objects, possessing NPCs and mobs... ok thanks!
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Gabeux

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #26 on: November 06, 2013, 10:56:52 pm »

This seems interesting, specially since you have an aim at letting people mod and make worlds easily.

I like it, overall. :)

The crafting is a bit unfriendly (as already stated), and I noticed a bug when changing hair colors (not sure if someone already posted about it), and hopefully you have something to speed up the movement speed, even if temporarily (mounts, spells or something)  :P
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Fikes

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #27 on: November 07, 2013, 12:43:13 am »

Hello lugdunon . I like your game, and I am looking forward to playing more of it in the future.

Do you think a mod created now will be mostly compatible with future versions?

Gabeux

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #28 on: November 07, 2013, 12:57:33 am »

Just a note - I borrowed seeds from the chest (wheat) and someone new appeared on the second server. I will replace them soon.
Also, I invited a friend and we are playing together, total 3 people on the server, and me and my friend got a bit of lag, randomly.

EDIT: My char randomly bugged and seems "stuck" : I can walk around but can't move between areas (houses, cave, etc), and can't use items or break things.
An unstuck command is necessary :/
-- OR..you can have a friend that will kill you only to see if you get unstuck. It works.

EDIT2: A recipe for wooden sticks is necessary  :P
« Last Edit: November 07, 2013, 01:23:57 am by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

lugdunon

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Re: Lugdunon -- playable alpha of a sandbox crafting RPG
« Reply #29 on: November 07, 2013, 11:11:35 pm »

so it kinda seams, that when the DM tools are done you will be able to run something like a graphical MUD of sorts? PLease allow DM players to have lots of cool tools like they would in a MUD or a Neverwinter Nights persistent world.

e.g. moving around invis and placing objects, possessing NPCs and mobs... ok thanks!

You're welcome!

That is pretty much what I am aiming for. GMs can currently switch to an edit mode which allows them to manipulate in-game items and the terrain invisibly, as well as warp to any spot / instance in the game to observe what is happening.

Possessing NPCs is on the list of things to do, but likely won't happen until after beta begins.


This seems interesting, specially since you have an aim at letting people mod and make worlds easily.

I like it, overall. :)

The crafting is a bit unfriendly (as already stated), and I noticed a bug when changing hair colors (not sure if someone already posted about it), and hopefully you have something to speed up the movement speed, even if temporarily (mounts, spells or something)  :P

Thanks, I am glad you are enjoying it so far!

There will be movement speed enhancing (and degrading) abilities added in the near future.

What was the issue with the hair color changing that you encountered?


Hello lugdunon . I like your game, and I am looking forward to playing more of it in the future.

Do you think a mod created now will be mostly compatible with future versions?


Thank you!

That is an excellent question. I will strive hard to not alter the current APIs, but given that this is still in alpha I can make that promise. I can however promise you that I will document any changes made and help you with any questions or problems that arise.


Just a note - I borrowed seeds from the chest (wheat) and someone new appeared on the second server. I will replace them soon.
Also, I invited a friend and we are playing together, total 3 people on the server, and me and my friend got a bit of lag, randomly.

EDIT: My char randomly bugged and seems "stuck" : I can walk around but can't move between areas (houses, cave, etc), and can't use items or break things.
An unstuck command is necessary :/
-- OR..you can have a friend that will kill you only to see if you get unstuck. It works.

EDIT2: A recipe for wooden sticks is necessary  :P


Awesome! I have seen a few instances over the last few days where three players are in game at once. This makes me happy. :)

Lag is something that I am looking to address in the near future. I may also try to organize a group play test in order to get some metrics.

I have made note on the character stuck issue on the Lugdunon forums. I've gotten several reports on this issue, as well as having seen it in action. I will add an unstuck command in 0.5.7, which should go out tomorrow evening. I'll make it a priority to get this fixed in 0.5.8.

Is there a particular reason that you want a wooden stick recipe, given that you can already get sticks from punching and chopping trees?
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