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Author Topic: KeeperRL : alpha 17. Now out on steam.New devlog. Incoming campaign mode  (Read 50538 times)

Thexor

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #45 on: February 13, 2014, 01:59:56 am »

...wait. DF has a Facebook fanpage?!  :o

Also, always nice to see developer interaction! The game looks really interesting so far, and I'm excited to see how it'll progress.
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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #46 on: February 13, 2014, 02:17:29 am »

I don't have a github account, but there seems to be an issue with attacking the elf lord. I had it crash two of my games, but without a save feature or some crash log there is no way for me to replicate it.

I think it happens when you would an elf lord directly with a unit you are controlling.

Great game, keep up the good work!

Frumple

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #47 on: February 13, 2014, 02:18:36 am »

Hey, cheers Miki! Doing good work, and apparently pretty quickly.

Suggestions, though, haha! It might be really nice if imps would put out fires inside your dungeon, ha! Or at least maybe make the keeper immune to environmental fires (if not stuff like lava golem attacks). Maybe a warning that your keeper is standing inside a raging bonfire, cheerfully attempting to read a book that's in the process of immolation.

Full keyboard control in keeper mode would be glorious, heh. At least being able to scroll around with wsad or the arrow keys would be really nice. It took me a good half minute to minute just to figure out how to scroll the view, ha. And that was after I actually figured out it was mouse controlled :P

Multi-tile selection would be pretty great, too, especially for digging. Click one square, click another, select everything between the two, sorta' thing.

Probably on the bucket list, but the keeper (and possibly other critters?) automatically using buffs if it'd help out with their current task would be nice. It's really great that haste self ups the mana generation in the library, but it'd be even greater if the keeper'd do it without prompting.

Minor thing might be to have researching shortcuts inside the summoning bits, so you could upgrade both within, say, humanoid breeding, or the library menu.

More of a message prompt or indication that golems (apparently?) can't use (can't even pick up?) equipment would be pretty nice, too. Letting them pick up (but not use/throw/etc.) stuff might be a neat thing; give 'em a high weight tolerance but inability to do anything with it as a sort of packmule role the other critters don't fit in.

Possessing imps? Imp leveling?

I'm guessing more doors and whatnot are eventually planned? Upgrades (or just better ones to be built) might be neat. An odd thought might be to have something modular. Say you stick a gas trap on top of a door -- now you have a door that goes up in gas when it gets broke down. Boulder falls down (crushing whoever breaks it), training room might fight back, library spit fireballs... etc, so forth, so on.

Any thoughts on expanding the team functionality at some point? Being able to collect (and possibly assign, potentially with subtle changes to the leader(s) and subordinate(s)) teams outside of possession and whatnot has potential. Beyond having a group that sticks together (good for defense), you might be able to specifically assign a gnome crafting squad, keeper bodyguard group, etc.

Anyway, back to sleep. Good to see you around, Devfellow!
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Max White

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #48 on: February 13, 2014, 02:35:45 am »

So far this seems interesting. I'm trying keeper mode and I've just been warned that the local do-gooders are gathering for a final assault, what ever that means. So far every single invasion I have just possessed a creature called a "Chropering" that looks like a big red bull with an axe and basically kills everything by itself... Also not noticing that you could summon more imps left me a lot of mana early game to unlock the best humanoids quickly, so that helps.

Robsoie

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #50 on: February 13, 2014, 03:26:58 am »

edit : it looks like if you're experiencing the pause bug, even if you play a new game, space bar or clicking on pause will never pause the game again.
You have to completely quit the game and relaunch it.
That's a weird bug. When you pressed space bar, did it change to "paused", but didn't pause or did the game just ignore the key press?

Yes, it's a weird one, what happens is the following :

At some point of the game, sometime happening when i relax a possession after winning a battle, or sometime when a "final attack" is coming (usually the elf lord one), it can happen (not everytime, that's what makes it difficult to me to find the cause as half ot the time it will work ok) that the game pause itself for some reason.
But on the bottom left of the screen, the Pause word is not set to red , meaning that this isn't a normal pause

Clicking on the word Pause will not do anything anymore, the same as pressing space bar will not unpause anymore.

I only get out of that strange forced pause by gather a squad and commanding it (in which case the game move to turn based) .
Once i un-possess the creature , the game is back at running in real time again, but from there, clicking on Pause will not do anything (it will not turn red) and space bar will not pause anything anymore.

If i lose/win that game and go back to the menu, then from there start a new keeper game, pause is still non functional.
I have to quit the game completely and relaunch it for the game to acknowledge the pause button or the space bar.

Your game is fantastic , the keeper mode is manu buckets of fun even if there are some unbalance, the original dungeon keeper game didn't gave much care about balance too anyways.
And after playing the keeper mode for a while i must say i have even more fun than i had in dungeon keeper (mostly due to the inept AI the DK game sadly featured), the KeeperRL AI is nicely competent
You should have gone after the ghosts again.  Normally their attacks tickle you, it seems you got bad luck.

The bandit lair is above ground.  You wandered into the cyclops too soon.

If you do make it to the dwarves and start exploring their tunnels, some of the alters down there are quite fun.  In particular I don't know what else I expected to happen to me when I repeatedly prayed the goddess of death...

Ha, thanks, i thought the bandits were down there as there was none around the location on the map.
For the ghost hitting me extremely hard instead of tickling, i guess that indeed bad luck is after me, it looks like my bad luck in roguelike has reached legendary levels :D
« Last Edit: February 13, 2014, 03:39:39 am by Robsoie »
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Max White

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #51 on: February 13, 2014, 03:28:06 am »

Yep, beat the game, conquered the land, laughed all the way to the bank. There was some duke that gave me a little trouble, but nothing that Chropering couldn't handle! That one insanely OP guy killed every single invader who stepped onto my land.

Robsoie

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #52 on: February 13, 2014, 05:40:09 am »

Got an Adventure mode running, this time in the castle cellar there was only spiders, not ghosts (and spiders are far from being able to hurt you like a ghost can) and my character killed them easily, later i found the bandit hideout near the elf village and there wasn't an entrance to the cyclop there, but a house and a few bandits.

After destroying them, i moved north following the road and ended into a dungeon entrance in the mountain, it was the dwarf zone, their leader told me to destroy a goblin den, in the depth, so after going down several levels without finding any goblin den, but killing a lot of things (killed some goblins and even 2 ogres).

After clearing some levels i ended into a room, i exited it just to "hear a boulder", i was seeing no boulder but thinking it was the same kind of boulder trap as in the keeper mode, i moved back into the room , hoping then to move in diagonal once in it to get safe  ...

With as a result :


Ouch, invisible boulder insta killed my guy.

Is the adventure mode having the possibility to gather allies, is there possibility to evolve the character (leveling , etc...) , or is it just at that time only generic crawling in the current version ?
I didn't noticed the possibility to save in that adventure mode

The keeper mode is still tons of fun.


edit : ran into another crash with Keeper mode : after getting a few of the high end "humanoid breeding" creature, during a "final attack" i selected all of them in a squad, my leader was level 9 and sleeping.
As soon as i pressed "command squad", instant crash without error message
« Last Edit: February 13, 2014, 06:06:48 am by Robsoie »
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Man of Paper

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #53 on: February 13, 2014, 05:45:42 am »

I love this thing. It feels like a DF Lite (meant as a compliment) and I've already told a few friends who can't quite get past DF's difficulty chasm but like the idea about KeeperRL. It's real simple to figure out, but it's very very fun. And great for a quick play.
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IronyOwl

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #54 on: February 13, 2014, 07:07:00 am »

Let me know too, if you have feature suggestions (but no Z levels please  :)). For the next release I'll try to make the dungeon building longer and more interesting. You can check out here what I'm up to now (though it's very dynamic).
https://github.com/miki151/keeperrl/issues/assigned/miki151?state=open
I've got pretty much infinite suggestions, but the major one is limited resources. It's not really a problem problem at the moment, but it's kind of a drag only having so much stone ever on the map. Maybe you could add some kind of low-yield endless mine building/feature, a spell that regenerates a section of terrain and possibly adds resources to it, a black market that sells resources, or some other way you can get more of what you need.

In a similar vein, villages and the like should probably regenerate themselves or something. Maybe once a village is decimated enough, it abandons, and a new village can spring up amidst/replacing the ruins? I noticed you mentioned "should be more encouraging to attack" under GitHub, which would probably be easier to integrate if attacking wasn't a limited resource as well.

Some kind of storage organization would be awesome as well. It's nice that storage is either unlimited or close enough, and I can see resources as the bottom of the screen, but it'd be nice if I could see what kinds of equipment I had easier than rifling through wood piles for them.

Speaking of which, some kind of "imps claim refuse/loot from outside" option or "imps, grab this loot" command would be nice. It's unfortunate murdering people outside my halls and then having to manually go collect their stuff.

And speaking of that, it'd be nice if there was some function to gear you don't need anymore. Presumably not an especially useful function, or else it might throw off your ability to have it crafted for free, but still. Barring that, a way to destroy useless gear might be marginally handy.
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miki151

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #55 on: February 13, 2014, 07:22:41 am »

I've got pretty much infinite suggestions, but the major one is limited resources. It's not really a problem problem at the moment, but it's kind of a drag only having so much stone ever on the map. Maybe you could add some kind of low-yield endless mine building/feature, a spell that regenerates a section of terrain and possibly adds resources to it, a black market that sells resources, or some other way you can get more of what you need.
Maybe when the game gets bigger. I'd rather put as many resources as needed to win the game, maybe even something to make it more difficult to mine.

Quote
In a similar vein, villages and the like should probably regenerate themselves or something. Maybe once a village is decimated enough, it abandons, and a new village can spring up amidst/replacing the ruins? I noticed you mentioned "should be more encouraging to attack" under GitHub, which would probably be easier to integrate if attacking wasn't a limited resource as well.
The villages will be redesigned, but I don't know how yet.
Quote
Some kind of storage organization would be awesome as well. It's nice that storage is either unlimited or close enough, and I can see resources as the bottom of the screen, but it'd be nice if I could see what kinds of equipment I had easier than rifling through wood piles for them.
Yes, I plan a UI to browse equipment, (auto-) assign it to minions, etc. Possibly separate rooms for resource and equipment. Note that you can build more storage rooms in such a way that this happens by itself.
Quote
Speaking of which, some kind of "imps claim refuse/loot from outside" option or "imps, grab this loot" command would be nice. It's unfortunate murdering people outside my halls and then having to manually go collect their stuff.
You'll be able to manually select/deselect an area where imps grab from. Would that work?

I was planning to gradually make the game longer until it lasts many hours, but it seems like players enjoy the fast-paced gameplay.  I could work on making it more deep, allow more strategies, but stay within the 30-60 minute frame. What do you think?
« Last Edit: February 13, 2014, 07:25:20 am by miki151 »
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Robsoie

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #56 on: February 13, 2014, 07:32:16 am »

Saved game would be my suggestion (unless it's somewhere implemented and i have not found the shortcut yet), especially if you plan to make the game longer.

For the ressources, maybe an option about how much is generated on the map ? or maybe linked to the difficulty level ?
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GreatJustice

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #57 on: February 13, 2014, 07:32:19 am »

I crashed once besides the "click outside the map" situation, actually. I was using the spell research tab, and I think I had an assortment of spells. I clicked on the Keeper Spell upgrade thing, somehow clicked the button despite it being set at "master", and the game crashed.

Oh, and so far as improvements go, I think the ability to gather allies in adventure mode, village improvements (maybe there could be some "passive" villages that don't do anything until you discover them) in Keeper mode, and general balance fixes would be great.
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Man of Paper

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #58 on: February 13, 2014, 07:36:29 am »

In typical Dwarven Fashion I used the scroll that summons the fireball while fighting bandits in the woods. The fire spread and killed all of the bandits for me. I proceed to adventure for a little bit and after a while return to the Elf Village only to see everything south of it on fire.

Also, elves are not fire-immune.
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casserol

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Re: KeeperRL : the sort of game we come to "Other Games" for. Playable now.
« Reply #59 on: February 13, 2014, 08:12:34 am »


I was planning to gradually make the game longer until it lasts many hours, but it seems like players enjoy the fast-paced gameplay.  I could work on making it more deep, allow more strategies, but stay within the 30-60 minute frame. What do you think?

I'd say why not keep both ? I like the fast-paced version but I'd love, someday  :P, a long (e.g. dozens of years ? hundreds ?) term play, with a DF style wide world, with bigger and farer civilizations sending bigger forces and famouser (?) heroes to destroy you as you destroy the smallest neighbouring one. And try to keep your dungeon together as conflict arise between humanoids and undeads :D . Someday :P .

In typical Dwarven Fashion I used the scroll that summons the fireball while fighting bandits in the woods. The fire spread and killed all of the bandits for me. I proceed to adventure for a little bit and after a while return to the Elf Village only to see everything south of it on fire.

Also, elves are not fire-immune.

brilliant.
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