This looks fantastic, really liking the descriptive DF Adv mode style combat system you have in place. I cannot tell you how heartily sick I am of generic combat in roguelike games ("You hit the Elf! It is wounded! You hit the Elf! It is dead!"), so this is indeed a breath of fresh air.
Thanks! That's pretty much exactly the reason - it adds variety, and injuries to different parts have meaningful combat effects.
Oh also, will there be wrestling?
Unarmed combat is included in DF and it's a lot damn fun. There isn't much use for it when you got a sword though.
Good question. You will likely have the option to 'grab' a creature, in which case neither of you can move far until one or you is dead, or the grip is broken. If one creature is vastly larger, however, that creature's movement will be unhindered. It'll be a definite option for tall creatures like Titans that you, and other small creatures, might have to climb up to attack in the head, for instance!
I hope gaming in general becomes much more rich with this.
I sincerely hope so! Seems in general like a much more interesting/realistic method than hit points.
While humans, elves and dwarves
Ohh for a second I thought this took place in the Ultima universe. But that laid my worries to rest.
Ah, no - never actually played an Ultima game. Rest assured
Wow... This looks amazing, I was looking at the screen shots, will it have combat damage similar to dwarf fortress? As in can hack off one guys head then beat another guy to death with it or strangle someone or cut out their eyes Ect....
This looks really good any ideas on when a alpha will be available ?
And any chance of any graphics? I like to switch between what DF is normally like and a graphics pack so would be nice to have a feature to pick which one you want.
To answer your points in order: Thanks, and yes, it will/does - any weapon you're strong enough to wield can be used as a weapon, and same goes for other creatures. If you steal their weapon, then they might pick up anything lying around to fight with, or grab you, or whatever.
I hope to have the very first alpha out by the end of the year if all goes well. The focuses are on a clean UI and the variety in combat/creatures/AI; after that, there's a heck of a lot planned...
Unsure about graphics so far. I will get back to on that one once I've pondered it a little further...
Looks great so far! How are you going to handle facing? Normally rogue likes tend not to deal with facing at all, which makes some sense when you're dealing with a single adventurer, but when you're modeling a squad of soldiers it doesn't seem quite right...
I'm not yet sure, primarily because it would be hard to display it in ASCII without making the field painfully cluttered. However, I am debating three possibilities - you and creatures DO face, but it's not explicitly mentioned; you don't face, like most roguelikes; and you can change the overview briefly to show arrows, for example, where all creatures are, showing you what direction they are facing. That'll be similar to other overlays like friend/foe, injured/healthy, etc, to get a strategic idea of the battle. There won't be anything to do with facing in the first alpha, but I'm definitely considering possibilities.
Looks good! I look forward to seeing how the project develops.
Thanks! I'll be trying to keep this thread updated with developments...
Did you guys pay attention to the image? I think he used his both weapons at the same time. I love dual wielding!
It's true! He did!
Got plans for a graphical tileset support?
As above; uncertain. Not for the very first alpha, though, regardless, but we'll see.
just another thing I'd like to say:
please make it as quickly as possible! it looks epic!
I shall try! As I say, the end of this year should be the first basic alpha, but it's a long term project for me
I'm very excited for this game, and you've clearly got some positive buzz going. Best of luck!
Thanks! Hopefully the first alpha won't be a colossal disappointment, but I think I've stressed the few areas it's focused on for now
Personally, I'd be exceedingly pleased if you added framework for modding as soon as possible. The longer into development you wait to do so, the harder it will be to implement and the less feature-rich it will be upon deployment.
I do intend to keep it closed source, but I don't see any reason I'd object to modding and adding tilesets, creatures, etc. If someone creates something interesting enough, I suspect I'd be happy to incorporate it into the final game! Also opens the way for competitions; design a species, monster, etc...
Dwarf Fortress's modding framework has made adding tiles to the game as simple as some pngs and a couple plaintext config files.
Right now, just changing the font .png is actually enough to adjust the tileset; however, it's actually pretty badly handled atm, and needs a bit of clearing before the first release.
Anecdotally, I've found that people keep coming back to DF for its great mods and ease of modding, as much as they do for its unique gameplay!
Looking forward to the alpha release. Again, best of luck!
Interesting! I'll keep that in mind. And thanks again
Mount and blade roguelike? gimme!
Ha - that's actually a very good comparison! I mean, I've got more fantasy elements, and probably a bit less mounted combat... but then, what kind of a General would you be without a mount?
Looks nice!
(and free )
Thanks! And yep; it will remain entirely free. Doing this because I've always wanted to make a game, not for the monies
Looks amazing, keep it up!
Thanks! I'm hoping to keep development going at a decent pace against academic work, and so far, that's going reasonably well...
Also, just a general comment - thanks all for the interest, it means a lot! I'll keep the thread updated as I hopefully make it closer and closer to the first alpha release...