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Author Topic: Diggr (Roguelike)  (Read 6811 times)

tkatchev

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Re: Diggr (Roguelike)
« Reply #15 on: September 26, 2011, 09:18:16 am »

No, not really. :)
I liked CoQ, but didn't bother playing it in-depth due to having to repeat the scripted quests over and over.

I smell a Caves of Qud reference here!
(if it's not.. then i shall make one : In CoQ you hack and slash for hours)
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quinnr

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Re: Diggr (Roguelike)
« Reply #16 on: September 27, 2011, 07:45:16 am »

I can't see the dark tiles

Unless you make a fullscreen mode I can't even see half the tiles because of how bright xp/internet explorer is.(assuming I have all the lights off too.)
Nine-tenths of the screen is not viewable most of the time. Unlike a few roguelikes you may be used to, the game does not map itself for you...and without a light source or shiny pants, you can only see a couple blocks in each direction.
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tkatchev

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Re: Diggr (Roguelike)
« Reply #17 on: October 01, 2011, 03:56:23 am »

I've uploaded a new version of Diggr today.

Highlights: a new, hand-crafted visual skin and important balance and UX fixes. Also, full-screen mode support. :)

Thanks.
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quinnr

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Re: Diggr (Roguelike)
« Reply #18 on: October 01, 2011, 08:54:59 am »

I've uploaded a new version of Diggr today.

Highlights: a new, hand-crafted visual skin and important balance and UX fixes. Also, full-screen mode support. :)

Thanks.
Awesome, I'll have to check it out later today. Thanks for the update! :)
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

tkatchev

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Re: Diggr (Roguelike)
« Reply #19 on: October 08, 2011, 05:08:28 am »


And another release is live today!

Changes:


Thank you.
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quinnr

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Re: Diggr (Roguelike)
« Reply #20 on: October 08, 2011, 10:45:57 am »


Ooo, awesome. Been a bit busy lately, but I'll be sure to play again soon, and take over those high score boards ;).
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Geen

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Re: Diggr (Roguelike)
« Reply #21 on: October 09, 2011, 04:44:50 pm »

I was lucky enough to start with 2 portable holes, a miners lamp, and a pelorus (Thing that detects enemies). On lvl 2, I found ring mail, a long sword, and a wand of killing. :D LUCKY LOOT TIME!
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tkatchev

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Re: Diggr (Roguelike)
« Reply #22 on: October 23, 2011, 12:09:07 am »

Hello all.

I've released a new version today, v11.10.23.

Changes:
  • Procedurally-generated sound.
  • Procedurally-generated music.
  • Scores are now normalized to 1000 points. (1000 being roughly the minimum needed to win the game.)

Try it out (http://code.google.com/p/diggr-roguelike) and let me know how it works. (Especially if you're running Linux. :) )

Thank you.
« Last Edit: October 23, 2011, 12:10:52 am by tkatchev »
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PsyberianHusky

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Re: Diggr (Roguelike)
« Reply #23 on: October 23, 2011, 01:22:07 am »

I just got the time to try this, and I have to say I am enjoying this very much.
The music is also pretty cool.
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quinnr

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Re: Diggr (Roguelike)
« Reply #24 on: October 23, 2011, 08:37:24 am »

...Procedurally generated music to go with the procedurally generated dungeon? Now that is what I call pure awesome!
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PsyberianHusky

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Re: Diggr (Roguelike)
« Reply #25 on: October 23, 2011, 09:06:32 am »

Yea, the soundtrack is very simple, but it is effective and sounds very good.
I am not sure how I feel about combat being down to four numbers; but then again the learning curve of this game has been nice so far.
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Thank you based dwarf.

tkatchev

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Re: Diggr (Roguelike)
« Reply #26 on: November 05, 2011, 05:09:52 am »

Hello again to all.

A new release has been released today.

v11.11.06 changes:

  • An all-new crafting system, for creating special super-powerful artifacts.
  • A new game mechanic for unlocking player superpowers.
  • A new, secret dungeon branch. The new branch provides a faster track to winning the game. (Or at least landing a higher score.)
  • Usability and UI fixes. (Check out the new 'z' command.)
  • Bugs squashed!
   
Try it out and let me know how you like it.

IMO, these changes open up a couple interesting new strategies and make for a much more intense gameplay experience.

Thank you.

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Mephansteras

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Re: Diggr (Roguelike)
« Reply #27 on: November 05, 2011, 10:52:17 am »

Looks interesting. I'll have to try this out!
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tkatchev

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Re: Diggr (Roguelike)
« Reply #28 on: November 20, 2011, 02:52:55 am »


Right on schedule, I've released a new version today.

Changes:
   
  • A quest, of sorts: the Rehablitation Thunderdome.
  • A literal Deus ex machina.
  • Two new interesting cellular automata mechanics. (Swamp gas and black mold.)
  • Bugfixes, of course.

P.S. The game feels slightly easier now, mostly on account of the Thunderdome.

Thank you!
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tkatchev

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Re: Diggr (Roguelike)
« Reply #29 on: December 03, 2011, 07:46:33 am »

Hello again. I've released a new version of Diggr (http://code.google.com/p/diggr-roguelike) today.

Changes in the new version:
  • Performance tweaks: the game now runs visibly faster and smoother.
  • Fixed/balanced items: removed some useless items and replaced them with useful ones.
  • Added a new trap/weapon/monster: boulders.
  • Added an air freshener item, at last.
  • Changed inventory generation during game start to make it somewhat easier and smoother.
  • Bugfixes!
  • ... and a scroll labeled HACKEM MUCHE.

Have fun and make sure to leave comments. Thank you.
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