You don't care if Aeltherius The Red needs the silver longsword of undead slaying+1 so he can end the reign of the dreaded necromancer Har'Ken'Spaxl, you aren't going to give him a 50% discount!Exactly!
Urge to flood this roguelike with suggestions... Growing!
Must resist!
Though I am not sure how this is a roguelike unless you yourself go adventuring.
Anyhow I love the idea that you essentially save the city/town by running a shop (at least I hope this is what it is). Want to take down the Fairy glade? Well maybe I will increase the selling price of Pixie wings from 100 to 200.
New Snakemen giving people trouble? Antidotes are now for sale cheap!
Thiefs/rogues I can see even being double edge. They can steal/find/lockpick treasures no one else can... but they will love to steal from you as well.
Ohh well. Good luck with the game. I'd love to hit you over the head with hero ideas later.
Though I will admit... Though you may have said very little about the game and how it will work exactly... This is one of the more interesting "roguelikes" I've heard of for a long time.
Just played it - it's pretty darn amazing, although it does crash after about 10 minutes of play.
A great game by the looks of it! :)
Haven't tried it yet; but it sounds like an amazing idea. Hope you can execute it well.
Ohh it has a alpha already? whoa! I gotta try it with a computer that can open Rar
Traceback (most recent call last):Remove the '/' on line 4088, this causes it to attempt to write to the root directory on linux (the equivalent to C:\ on windows). Thus, a permissions error.
File "ahundredheroes.py", line 4610, in <module>
pass_turn()
File "ahundredheroes.py", line 1575, in pass_turn
heroes.hero_decision()
File "ahundredheroes.py", line 785, in hero_decision
self.fight(generate_encounter(dlev, dlev + self.in_dungeon, dlev, dlev + self.in_dungeon))
File "ahundredheroes.py", line 992, in fight
self.find_item()
File "ahundredheroes.py", line 950, in find_item
log_info(str(item_won) + ' ' + str(item) + ' ' + self.faction + ' ' + str(self.base_level) )
File "ahundredheroes.py", line 4088, in log_info
f = open('/logfile.txt', 'a')
IOError: [Errno 13] Permission denied: '/logfile.txt'
This is really interesting - I tried playing for a bit and liked it, although I don't have a lot of time to spend on it at the moment. I may see about compiling this into a distributable for you in a while - I think it should be fairly easy to do a simple rewrite of the py2exe script I'm using for Cult for your game so that people without Python can give it a try.
EDIT:
Okay, here you are, good sir!
***HERE*** (http://fallout-mux.wikidot.com/local--files/start/ahundredheroes.rar) is a compiled version for those without Python.
Mendonca, if you'd like access to the script I used to do this and a quick run-through of how to do the same thing via py2exe (it's really, really easy), I can help you out. Otherwise, good luck with your game!
Interestingly, I had never considered identifying heroes by their race ...
Crashed twice in a row, a couple days into each game.Spoiler (click to show/hide)
Also, can one adjust the prices of items? I seem to be buying things and then reselling them at cost. When you gain experience/rep, can the player tell what's worth more than it's listed price? I like the premise but I'm kind of confused as to how you go about making a profit.
Also, the help screen should auto-pause the game.
"In the open" loot ... "Hidden" lootI like all these ideas, they are going in my notes with the rest.
As well some treasure is just not obtainable without certain skills.
(Crafting heros)
Whilst I would hardly consider it a watershed moment in the history of the computer game, this particular little thing has just crossed an important point in it's own lifecycle.
The concept of the savegame, and the main menu.
OP has been updated.
(cue muted applause)
E: 004 Executable now in OP, thanks LD, worked a treat! (just had to comment out the bit about 'numpy' which I don't have)
Whoa this is back! woo!
I will admit that I might have went insane with this a bit >_>;
So sorry mendonca
There was this old hack and slash game somewhat based off of dungeons and dragons and the classes were things like Wizard, Barbarian, Warrior, and Archer... but there were also two other classes... Dwarf and Elf.
Which always felt somewhat odd to me. It wasn't even something like "Dwarven Warrior" and "Elven Mystic Guard" it was just Dwarf and Elf. I wonder if somewhere in the world there is "Human".
It is essentially what I call a "Race Class" or rather a Race that is also a Class.
It was always just weird to me Rexfelum. Humans have such diverse roles but if you are a halfling, elf, or dwarf... NOPE you have exactly ONE job and that was also your race.
No one has mentioned Recettear (http://www.carpefulgur.com/recettear/about.htm)? It did the "merchant" thing as well.
Key differences are that this game looks to be more gritty, and apparently will quantify RPG plots for their effects on economics. Or am I misunderstanding? When you say "killing dreams" and "bringing the wrong stuff out of the dungeon," are you going to have randomized RPG plots that can happen behind the curtain? Or will it be based off of, e.g., random possibilities attached to each adventurer's personality?
--Rexfelum
Will grab the next release! :D:) Thanks for showing interest!
AHH! That is Hideous! What horrible demon dons thy crooked face!?!
Error 404 Not Found on the latest .exe
Traceback (most recent call last):
File "ahundredheroes.py", line 8190, in <module>
File "ahundredheroes.py", line 3688, in pass_turn
File "ahundredheroes.py", line 1510, in hero_decision
File "ahundredheroes.py", line 1064, in sell_items
File "ahundredheroes.py", line 5907, in hero_sale
NameError: global name 'self' is not defined
Caused when trying to buy an item from a hero, saving before accepting any offers is the only way I can prevent losing any progression.Traceback (most recent call last):
File "ahundredheroes.py", line 8193, in <module>
File "ahundredheroes.py", line 7458, in handle_keys
File "ahundredheroes.py", line 6026, in auction_house_welcome
File "ahundredheroes.py", line 6446, in auction_house_interface
TypeError: 'int' object is not subscriptable
I think this one was caused by opening up the auction house. It has only happened once though, so not sure how common the problem is.fun game. Wish i knew what the leveling up does though heh.
Small issue with crashing somewhat randomly:Code: [Select]Traceback (most recent call last):
Caused when trying to buy an item from a hero, saving before accepting any offers is the only way I can prevent losing any progression.
File "ahundredheroes.py", line 8190, in <module>
File "ahundredheroes.py", line 3688, in pass_turn
File "ahundredheroes.py", line 1510, in hero_decision
File "ahundredheroes.py", line 1064, in sell_items
File "ahundredheroes.py", line 5907, in hero_sale
NameError: global name 'self' is not defined
andCode: [Select]Traceback (most recent call last):
I think this one was caused by opening up the auction house. It has only happened once though, so not sure how common the problem is.
File "ahundredheroes.py", line 8193, in <module>
File "ahundredheroes.py", line 7458, in handle_keys
File "ahundredheroes.py", line 6026, in auction_house_welcome
File "ahundredheroes.py", line 6446, in auction_house_interface
TypeError: 'int' object is not subscriptable
Only other bug that I have seen is that sometimes an item will be listed for $0 in either a hero-sale or at a shop.
looks cool! I just downloaded it, but I won't have enough time to play a round right now :P. Maybe tomorrow, if I can.Ok cool, thanks for the report.
edit: it crashed, unfortunately. I forgot/ don't know how to get a report, but it happened when I accepted a heroes offer for a tunic, if that helps.
Yarr... Lost a lvl 4 hero that I was cultivating by constantly sending them and only them on dungeon dives for lootz and they went down to lvl 15 of a dungeon, got badly wounded by some trolls, and then went further down to lvl 19 of this dungeon before being all "screw this I'm leaving" then got ganked on the way back up -____- that ticked me off since I had paid out 200 to the hero before they would accept the mission.
Is the only option to pay the hero before the mission? Or does a post-mission payout option come about if you get to a high enough level?
Heros sure have no self-preservation sense.
Interestingly, in the 'dev' version, making the heroes behave much more sanely leads to an almost inevitable death of all the dungeons (they are no longer getting the regular influx of monsters associated with hero death). I now need to rebalance things to make sure that doesn't happen.
I think that is perfectly fine early in the game as a sort of grace period before dungeons become truely vicious.
... is the possibility of buying up houses. So when a hero who lives in them dies you simply take all their things. Or I guess earn rent.
Yea, lost a game to a monster attacking, destroying three buildings before me. For some reason the heroes did no think to kill it. I also have trouble starting, should I just buy as much as I can or put up contracts?
What conditions are there currently for a dungeon leveling up? Is it related to hero death count, or the number of monsters? Or something entirely different?
I also have trouble starting, should I just buy as much as I can or put up contracts?Contracts are pretty risky, but can pay off well if you are lucky.
I have noticed that even if people are interested in a item it goes to the dragons on occasion. just them not having enough money on hand, right?Sorry about that bug, it's a typo on my part. :-[
Bug report in the windows version, has happened a couple times. Buying a offer from a hero (this time a leather armor).Spoiler (click to show/hide)
Just thought of something! Maybe a way to maximize the view sorta like how DF does it? The running message list at the right side of the screen that tells you when heroes buy from you gets cut off a lot of the time. Or maybe just have a way to increase the resolution so that high resolution monitors don't have really small play areas :P
oh, trying to access the auction house via hotkey crashes the game if the auction house does not exist, makes sense. And now I lost that level 3 save, ah well, can be expected in early development of a game.
One suggestion: a way to speed up time more than 5 does, and I must be doing something wrong because I have trouble attracting people to my shop, even if it has the lowest prices in town.
...
I found some of the interfaces a little confusing, and when heroes make offers to you I was trying to slow the time down etc, but refused the offer - it might be wise to change it from any button refusing it. Also I couldn't tell which shop was mine - am I being blind? I kinda liek the idea of knowing which one is your :)
I can't put my finger on what it was really, it may have just been getting used to it. As soon as I'm aware why I'll tell you :) for now, just keep making cool things! :D
I played it again today and also noticed that 5 is speed up and 6 is slow down, I naturally go for the right hand side to speed up and left to slow down, not entirely sure if that's just me though :D
Oh my project probably won't ever reach public eyes :P I'm making it in AS3, and I've only been half heartedly learning it(AS3 and programming in general) for 7ish months! But if it ever gets anywhere I'll give it a share :)
I read your blog posts over the holidays - great writing. It's good to see more interesting people writing about roguelikes.
As for the game: I will check it out again tonight when I come back from work. My new responsibilities along with my MA thesis leave me little time to rogue'n'roll.
Congrats on the new addition to the family incoming mendonca! I am working on a new pathfinding algorithm to work with fully procedural content that is coming along promisingly. I also got a new laptop so will hopefully be able to actually do what I offered soon :P I will need to redownload the source since I think that got wiped in the old laptop's HDD crash, which means that all of my notes vanished with it :(
Good luck all around, with the familyMembers++, your bloggity, and with the game :) Hopefully it doesn't take a year to bring it to v1.0 :D
I am always happy when the Roguelike genre is expanded to incapsulate new things. Rather then the same things with stuff tacked on.Hear hear. There's nothing more depressing to me than somebody taking the time out of their day to declare something which is clearly related to the Rogue family of games (for whatever reasons) isn't actually a Roguelike. See ToME coverage on RPS (http://www.rockpapershotgun.com/2013/01/07/tome-is-where-the-heart-is-happy-new-roguelike/) yesterday for a wonderful example - there were several comments declaring that is wasn't, in fact, a Roguelike.
That sounds rather interesting! As in, pathing through arbitrary 3d spaces? Any links to show off progress, or is it all behind closed doors?
Replayed this again. Man, I wish there was a way to predict what the heroes will need so I can grab some bestsellers from the auction house or buy out my opponents stock and sell it for more.
I'm really liking this game, but I keep getting a bug when I try to go to the Auction house. (I've seen this in 4 of 5 games, usually sometime in Feb.)
Traceback (most recent call last):
File "ahundredheroes.py", line 8331, in <module>
File "ahundredheroes.py", line 7587, in handle_keys
File "ahundredheroes.py", line 6129, in auction_house_welcome
File "ahundredheroes.py", line 6549, in auction_house_interface
TypeError: 'int' object is not subscriptable
Does that mean dungeons will be bigger and tougher to beat in general?
Setting aside half an hour to an hour a day to plug away at new code.
x2Setting aside half an hour to an hour a day to plug away at new code.
Hooray! :)
Honestly for dungeons I always suspected they would have depth (as in multiple floors) so to stop the recovery problem you could make deeper floors entirely unaffected and not only that but the less a dungeon is explored the quicker it recovers.
That way heros cannot chip a dungeon to death.
When I was playing, I did everything I could to make sure I identified something every month -- with the # of items in the game, I knew most everything by the beginning of the second year. I guess there are three ways to manage this: increase # of items, decrease the frequency of ID, or make ID more difficult. Which do you think you'll pursue or is there another game design element that may work better to resolve the issue of the keeper knowing too much too fast.
PTW, this is similar to a Kongregate flash game and Recettear...Which flash game?
PTW, this is similar to a Kongregate flash game and Recettear...Which flash game?
PTW, this is similar to a Kongregate flash game and Recettear...
PTW, this is similar to a Kongregate flash game and Recettear...
I heartily enjoyed reccettear, but i felt it lacked something :/ maybe the "adventuring" just got old.
Ah, I tried looking it up in my play history when I first posted about it. Just remembered part of the name and looked that up.PTW, this is similar to a Kongregate flash game and Recettear...Which flash game?
PTW, this is similar to a Kongregate flash game and Recettear...
I heartily enjoyed reccettear, but i felt it lacked something :/ maybe the "adventuring" just got old.
Yeah, love it to bits, but I can't seem to return to it after a couple of (in game) days playing it.
Suppose it quickly becomes apparent that it's a pretty much a massive grind or something. Lovely game though, lots of character.
I would love to know the name of that Kongregate flash game, if anybody had it to hand.
A guy who gives out loans, so you don't automatically lose when your goods are worth more than taxes.For now, you can Pawn items to the auction house (for a fraction of their value) at any time.
v0.15
*Hero AI rewrite, each guild gets different personalities based on Loot, Wealth, Leadership, Balance, Contracts, Glory, Social and Knowledge
*Sales metrics introduced to better inform hero sales decisions, personality based; generally:
-> Balance: Heroes seek out unpopular shops
-> Wealth: Heroes seek out popular shops, lots of sales
-> Loot: Heroes seek out shops, lots of purchases
-> Social: Heroes seek out popular shops, attendance
*Heroes come to town more often if the contract list is well populated (i.e. lots of work available)
*Dungeon crawling logic rewritten based on contracts and personalities
*Phases of operation for heroes should clear up behaviour a little;
*Better transparency for hero decision making in general
*Basis laid for Mayoress, noticeboard, and contracts, implemented in part.
*Some rumours started, but no effects on behaviour yet.
*Contracts moved to a new class, data storage and methods etc.
*Monsters moved to new contract / decision flow system.
*Dungeons expanded slightly, with floor by floor features that can de discovered, with different effects for each feature.
*First pass on game balance for new systems. (might be a bit out - happy to take comments)
*Numpad works where numbers are viable input.
Don't put code tags in spoilers. It makes it too tiny to read.Ha! So it does ...
Very cool that you release the source along with each release. I'll take a look when I get home. :)
For some reason that link isn't working for me. Is that website down or something?
Grabbing it now!
I'll be playing pretty much blind but will let you know what I think.
Edit: First feedback... fixed resolution. The window is incredibly small on my 1080x1920 monitor. Hard to read the font. :)
Edit2: A minor point. When pressing S to add 5 to your bid, I feel like it should set the price at 5 instead of 6. Maybe have the bid default to zero? It adds an extra keypress if I want to bid in multiples of 5 as I have to then subtract the default 1.
So cool.... especially noticed all the configurablish files in the directories. I haven't had a chance to play yet, but I'm salivating.
For some reason, heroes don't want to ever take 'my' contracts for the '1st/default' dungeon. Mind you, I have 4 or 5 of em up and they are all for taking loot for me.I suspect (based on what I have seen as well) that a $10 item hunt is seen as a sour deal by the heroes (assuming you went with the default price). They will only take a contract if they feel 'safe' enough to do it, modified by price. I'll do some more tests on this, but it's possible that $10 rarely is seen as 'safe' enough. Probably just another $5 would be enough to tip the balance.
Then, they all seem to offer me contracts for loot in the '3rd' dungeon and take those contracts too.
Also, would be pretty cool to have some sort of memorial... maybe.Yeah, I like it. Not sure what I could do here, but I like it.
Actually, all of em are the same price, all 3 dungeons available at the start are listed as level 1, I put up offers of 20$ each. They totally favor the '3rd' dungeon, since contract offers from heroes that I've accepted for that dungeon were less then 20$. Heroes picked up 18$ contract in '3rd' dungeon, ignoring 20$ contract in '1st' dungeon. '2nd' dungeon is also dawdling there at 20$.For some reason, heroes don't want to ever take 'my' contracts for the '1st/default' dungeon. Mind you, I have 4 or 5 of em up and they are all for taking loot for me.I suspect (based on what I have seen as well) that a $10 item hunt is seen as a sour deal by the heroes (assuming you went with the default price). They will only take a contract if they feel 'safe' enough to do it, modified by price. I'll do some more tests on this, but it's possible that $10 rarely is seen as 'safe' enough. Probably just another $5 would be enough to tip the balance.
Then, they all seem to offer me contracts for loot in the '3rd' dungeon and take those contracts too.
It's also possible that there are just better deals out there, when a hero feels like they want to actually do an item hunt (they go for the best price contract generally).
I also suspect (haven't checked the code yet) that heroes can 'petition' the player (like they do other shops), and I didn't put in the checks that I thought I did to stop this.
I know that this might be something minor, but I wanted to let you know that I really enjoyed the comedic elements of the manual.
I've played about 3 months and read through most of the source code.
Which made me think, it'd be cool if the heroes could put contracts out to acquire x armor, weapon, item, etc. and the player could perhaps compete with the other shops to attempt to fill these special requests.
dungeon of the week
From what I can tell, chance to sell is non-existent once you get around... 40-50% markup of value. (I try to bring markup to roughly 30% if it defaults to something lower.)
When buying offers, there is no haggling and nearly always offer at or near value... though I guess since NPC shops will buy those up anyways, don't matter much to the heroes.
Suggestion: Sponsoring Heroes, shop gears em up, they give 50-100% of dungeon loot to shop and/or wear logos/advertising. NPC shops should start with a few of these, so that they have core customers of sorts/first pick. Will actively search out for another one if theirs croak.
@Gear: It is not so apparent the difference between the more expensive gear and the cheap ones...
I'm having a blast playing this game!That's awesome!
Any updates by chance?
Traceback (most recent call last):
File "ahundredheroes.py", line 10118, in <module>
File "ahundredheroes.py", line 5420, in pass_turn
File "ahundredheroes.py", line 1456, in hero_make_a_fucking_decision
File "ahundredheroes.py", line 1798, in action_your_decision
ValueError: list.remove(x): x not in list
[Window Title]
100 Heroes
[Main Instruction]
100 Heroes has stopped working
[Content]
A problem caused the program to stop working correctly. Please close the program.
[Close the program]