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Author Topic: Armok 0.03.26  (Read 14170 times)

Toady One

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Armok 0.03.26
« on: January 24, 2002, 12:34:00 am »

It's up. Here.  Let me know if it even works.
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Demon

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Re: Armok 0.03.26
« Reply #1 on: January 24, 2002, 08:59:00 am »

Yay!!  And now just for an extra helping of trouble, I'm gonna play it in school!    :D
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Demon

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Re: Armok 0.03.26
« Reply #2 on: January 24, 2002, 09:05:00 am »

Well, the school computers here cant handle it... thats not saying much though...  It just puts up a black window and sits there.
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Toady One

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Re: Armok 0.03.26
« Reply #3 on: January 24, 2002, 09:31:00 am »

He he he.  Oh well.  I hope it works on your computer.  It does take a little bit of power to run it, but maybe there's some horrendous bug with the init code now.  Grrrr...
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Demon

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Re: Armok 0.03.26
« Reply #4 on: January 24, 2002, 12:24:00 pm »

Well, it works here with 18.something FPS, so I'm content!
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Toady One

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Re: Armok 0.03.26
« Reply #5 on: January 24, 2002, 12:54:00 pm »

Phew.  On your fast computer?  The 600 something?

How did you like the graphics?  It's better than that trashy screenshot I sent you, right?  He he he.

[ January 24, 2002: Message edited by: Toady One ]

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Harlander

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Re: Armok 0.03.26
« Reply #6 on: January 24, 2002, 04:28:00 pm »

It runs well on my machine - around 90fps. The interface doesn't look too shabby, although the 3D display seems a little small. (I know there's the whole size/speed tradeoff there, though)

All in all, it's pretty cool. I especially like being able to see what happens after being knocked unconscious (although it's usually death   :p )

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Toady One

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Re: Armok 0.03.26
« Reply #7 on: January 24, 2002, 04:59:00 pm »

Hey, glad to see there are still some people around here.  I thought I was down to 2.  I wonder if it works for Zonk.

I get about 90 FPS too -- I think that's the resolution of my timer, so you could be getting more.  I agree that it's a bit small.  It wasn't a speed trade off for me so much as I needed the space for all of the lights and buttons.  Of course, if you are running your monitor at any kind of high resolution (I'm running mine at 1024x768), it will be small.  I already have all of the code set up for full-screening the game so it will easier to see.  I just need to make a full-screen button, that's all -- maybe when I add graphics options.  I might also allow the display on the left to be contractible, though that doesn't address the main problem, which is that of the text readout.  That window has to be fairly large, and it is also fairly necessary most of the time -- I can't just have some vial on the bottom of the screen filled with red liquid that empties as you lose hitpoints or something.

Does anybody have any interface suggestions now that the main interface is done?  The yet-to-be-updated subscreens are going to be fairly similar (like the status screens are now).  I'm completely open to comments.

What have I slated for myself next...  hair and nails...  color descriptions...  creature descriptions...  I think the main motivation there was just to do growths.  They've been on the shelf as long as anything.

Hmmm....  so I guess it's 3 more mostly-interface releases, then the painful 3D models/liquid pictures release.  After that things will finally start taking off again, from the "additional concepts" point of view.  A few months and characters will be running around forests, casting spells and wearing clothes!  A few months after that and we'll have parties, conversations, caves, and quests -- then will come the frightening task of deciding what will be moved from the Future page on to the Plan page.  Hopefully the road will be clearer when we get there.

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Toady One

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Re: Armok 0.03.26
« Reply #8 on: January 25, 2002, 09:33:00 am »

15 downloads on the first day...  2 of them being Demon of course...  I guess there are a few more people keeping track of the project than I thought though.
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Captain_Action

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Re: Armok 0.03.26
« Reply #9 on: January 25, 2002, 10:42:00 pm »

Oh, There's plenty of us lurking on this board.   :)

I take it that there currently is no way to repair your starting weapon?

The closest near death experince so far has involed receiving a spinal nerve injury from a Oger that had a arm cut off! Poor thing passed out before it could do me in.

The most fun I've had is taking a ice dragon into a rat town.  Till one of them bit me in the noggin!  :D

I also get 75 frames per second. Thats with a 1.4 gig hrtz althon and a Geforce2 pro

[ January 25, 2002: Message edited by: Captain_Action ]

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Zonk

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Re: Armok 0.03.26
« Reply #10 on: January 26, 2002, 06:15:00 am »

it works!it's a bit fastera also!it's about 2 fps instead of 1.30!i also like it a lot!
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Zonk

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Re: Armok 0.03.26
« Reply #11 on: January 26, 2002, 06:24:00 am »

it's a shame,tough,the only interface is the status one:no inventory and combat screen...b
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Toady One

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Re: Armok 0.03.26
« Reply #12 on: January 26, 2002, 12:23:00 pm »

Yeah, weapons cannot be repaired yet -- I guess the upside is that item damage is quite inflated right now (to test it).  So you won't have to repair them as often as it might seem right now.

Combat and Inventory (and other interfaces) will be returning two releases from now.  As some of you noticed before, all of the various screens were riddled with crash bugs.  I'll be cleaning these up as I reintroduce the screens.

The project is not on the same time scale as it was for this last release.  A number of things (school, some side projects) got in the way.  Depending on what I decide to add in terms of creature growths and descriptions for this next version, the next release should be out in a week or two.

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Zonk

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Re: Armok 0.03.26
« Reply #13 on: January 27, 2002, 01:23:00 am »

NOW FPS is even 4!!!!!!!!!!!i can finaly play decently!
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Demon

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Re: Armok 0.03.26
« Reply #14 on: January 27, 2002, 05:19:00 am »

Is it just me or is this game really hard??  I think you need to add a new race "Armored human" and just change the skin to iron!    :)   That way you could acually survive and see what its like to play a real character a little better...
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