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Author Topic: KeeperRL : alpha 17. Now out on steam.New devlog. Incoming campaign mode  (Read 50542 times)

miki151

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Sorry for that. Any chance you could run it from command line and see if it complains about texture size limit or anything like that?
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KA101

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Sorry for that. Any chance you could run it from command line and see if it complains about texture size limit or anything like that?

Just tried.  Didn't see anything significantly different; sent you an e-mail with the details.
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christonian

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0x517A5D

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Great game keep up the great work

https://www.youtube.com/watch?v=Y5lAY3OdSyk&feature=youtu.be

Huh, I thought for sure that was drive-by spam, but the account's real.  Posts by christonian.  Haven't checked the video, assume it's KeeperRL-related.
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Eclectic Wizard

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Holy shit!

This game is a fucking masterpiece.

How do I create traps? I mean I plan them and stuff but the minions just linger around them like retards. I cant find the prerequisites anywhere at all.
Also how do I collect corpses for my graveyard?
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Black chant mirrors the song of the stars
Open the abyss dreamt from afar
Abominations drawn to our dimension
Feed black desires, aid human ascension

Fikes

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This game is a fucking masterpiece.

How do I create traps? I mean I plan them and stuff but the minions just linger around them like retards. I cant find the prerequisites anywhere at all.
Also how do I collect corpses for my graveyard?

Both of these things are done by your little worker guys. I think Imps collect corpses and goblens will sometimes build traps at workshops.

All of the weapons, potions, and traps are built in a seemlying random arrangement at the various crafting stations.

Also, yes. This is a masterpiece.

christonian

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you have to unlock traps by using your library and using mana

once that is unlocked they will be made in workshops randomly

labs make potions etc randomly

christonian

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Another Video cant get enough of this game very addictive and fun

https://www.youtube.com/watch?v=hGba_PU1JUI

miki151

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Hey guys,

If you're wondering how things are going with the game, below is an update that I posted on the website yesterday. In short, the game is reaching a phase where I'm mostly fleshing out the gameplay, balancing and working on the fun factor. I know this is a community of hardcore and ambitious gamers, so I'm counting on some of you to get involved. I'm really open to ideas. The game is opensource, so any "wisdom" that goes in there stays available to everyone.

Another thing, the crowdfunding period is coming to a close soon, and it's now at 62%. Please think about contributing, if you'd like the development to continue. The game itself (not the engine) is only about 6 months old, so think about where it can get if I put in 8 more months of full-time work. Again, the game is opensource, so when I'm done anyone can pick it up.

http://indiegogo.com/projects/keeperrl-v1-0

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As the KeeperRL überengine is becoming more mature, I get more freedom to work on gameplay improvements. This process is fueled by an endless stream of feature requests coming from gamers.

No.1 thing to do was move the dwarves to the top level and have them interfere with your mining. They don't know how to dig yet, unfortunately. But there other dangers and surprises waiting for you if you dig too far and unprepared. I've added a day/night cycle which lasts about 2500 turns, which gives you a chance to use your undead forces outside again. Many new interactions are planned, involving mainly with how the heroes behave.

There are still some technical issues to solve. Optimizing the code is an ongoing (and difficult) process. Thankfully one hardcore gamer is supplying me with save files that heavily abuse the engine. Thank you!

Finally, there is the issue of the game crashing or not running at all on older PCs and OSs. It's hard for me to fix this, unless I physically get my hands on a such a computer. If it happens to you, please let me know your configuration.

PS. Here's a random funny moment one gamer had in the game

« Last Edit: May 15, 2014, 12:21:44 pm by miki151 »
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ptb_ptb

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PS. Here's a random funny moment one gamer had in the game

I bet you could kill with thrown potions of healing.

Another thing, the crowdfunding period is coming to a close soon, and it's now at 62%. Please think about contributing, if you'd like the development to continue.

I see it is 85% now. That gives me much more confidence that you are going to make it. Frankly, when it was at 62% I was dubious but now you're this close I would think people will be more likely to join in. Good luck anyway!

I've got a few questions :P
- Is the 'level 10' cap going to be removed or raised?
- Will there be 'neutral' dungeon(s) with difficulty that increases with depth? I think that might be interesting/useful for gaining xp and items but I don't know if that's the way you're likely to go or not.

With a bigger map I would suggest some sort of 'map marker' so you can easily view/go back to locations you've been to before.
« Last Edit: May 17, 2014, 02:01:07 am by ptb_ptb »
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ptb_ptb

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*sneaky bump*

88% funded, 8 days left. I decided to put my $30 in. C'mon guys, give it a chance? :D
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miki151

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Thank you! The spike in donations in the last few days was quite a surprise.

I've got a few questions :P
- Is the 'level 10' cap going to be removed or raised?
I've been thinking about more specialized training instead of simple leveling, but I don't have anything specific yet. But there needs to be some kind of cap anyway, IMO.

Quote
- Will there be 'neutral' dungeon(s) with difficulty that increases with depth? I think that might be interesting/useful for gaining xp and items but I don't know if that's the way you're likely to go or not.
You mean in keeper mode? I'm planning to add some shallow dungeons around the map for players to explore.

Quote
With a bigger map I would suggest some sort of 'map marker' so you can easily view/go back to locations you've been to before.
I don't understand, white kind of marker?
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Frumple

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Like... a hotkey. If you've played DF (or are willing to fire it up for a second) there's a hotkey feature in DF. Basically you press a button to memorize where you are on the map, and then press a button (possibly the same button, maybe a different one) to bring yourself back to that point, later. Something that lets you identify points of interest and return to them, quickly.
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miki151

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Sounds good, I'll add it.
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ptb_ptb

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But there needs to be some kind of cap anyway, IMO.

Yeah, it's a matter of game balance vs. personal preference I think. Having a level cap is a simple way of ensuring people can't just turn something into an overpowered tank and send it round to crush all opposition. On the other hand, I like turning something into a tank and sending it round to crush all opposition. Haha. :P

I can't really argue that my opinion should rule here. Maybe have a soft cap rather than a hard cap? Make levels after (say) 10 take suddenly massively more xp to reach. So only the obsessed and weird will bother to try. ;)
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