This is pretty interesting.I’ll probably end up implementing two-weapon fighting like that - you just hit twice in the same turn. It’s a bit of an oversimplification but it might prove to be the neatest solution.
As for the two-weapon fighting you could either go with what Scripten said, which I think would work nicely, or just automate dual-wielding attacks.
I wonder: will you eventually include the subclasses that I like 5e for?
As a suggestion maybe when you're leveling you may make a notice that your character gained a new ability, as i had no idea i got a new one when my character went level 2 after we destroyed a ghoul then a giant crab.You’re right, there should be a notification of new abilities gained - that’ll be in the next version released next week.
Other than that, is there a way to manage your party members equipment at this version of the game ? if not how do they equip themselves, do they level up ?
Other bonus actions are represented in the game though, eg. casting healing word doesn’t take a turn but you can only do it once until you otherwise move or attack.
great weapon master might be tricky as it would be "attack -> if you crit OR kill something, then bonus action attack" but it doesn't seem insurmountable.That’s where the limitations of the Basic Rules work in my favour. Feats aren’t explicitly included and a lot of the difficult scenarios don’t eventuate in those rules. Your post actually made me panic and think that I implemented the great weapon fighting style wrongly haha!
Absolutely, that’s exactly the plan. I don’t think I’ll have a very restrictive overall quest but I’m working through the logistics of mini-quests being generated with dungeon branches with a choice of goals and differing rewards depending on player choices. I think that’s important for a game like this - it’s not a balanced tactical experience like some roguelikes but rather aims to be a fun role playing sandbox. There’s a lot of work to go!
Because I’ve been updating so regularly, to make distribution easier, The Red Prison is coming to Steam: https://store.steampowered.com/app/1074040/The_Red_Prison/Oh wow, congratulations on putting it on steam.
I've never played Incursion, but if from looking at those images, no, it is also too small.Honestly not exactly sure what the problem is with the display - maybe use screen magnifier if you're struggling to see it? I've never had any problems.
Yeah, the only real stumbling block is the fee and then dealing with the unintuitive Steam backend, but I’m hoping that it makes the barrier for new players even lower. It’ll certainly save on me asking players to download a new build every week.
I've never played Incursion, but if from looking at those images, no, it is also too small.I got this feedback elsewhere as well, so I've introduced another font for game info, the message log and menus.
"Someone" could be me, as i asked about a Linux version on itchio.By the way, fullscreen is implemented by default in bearlibterminal I realised - it's still undocumented in the game but alt-enter will do it and it works pretty well with small ascii in particular in my view.
Fullscreen would be (very) neat.
I tried to return to proper development this week after a month or so of being side-tracked from straight foward development. I actually found it a little bit hard to get back into coding after doing different things for a while and there were a couple of hours where my codebase felt a bit alien to me. Lesson to learn from that is to never take a break!
Main things that happened this week are:
* I finally received the finished product after paying an artist to create an image to use as cover art (https://i.imgur.com/okTMeZ1.png)! I'm really happy with the result and I think it fits in well with the tradition from the original Rogue with cover art which doesn't resemble the game whatsoever!
* Custom names for player and for NPC's. During custom character creation you are still given a suggested name (and implied gender) but you can regrenerate this until you're happy or enter your own name. During the game, when giving orders to your allies, you can also choose to name them now as well.
* Reworking of the poison system. Before this I just lazily created a 'poisoned' condition which applied 1 hit point of damage per turn for a set number of turns. This didn't really reflect how poison works in the rules where there are a number of different poison types which instead apply damage instantly with various dice rolls to determine this, along with the chance of saving throw against variable difficulties with differing results if you succeed... there's a lot to deal with there from a programming point of view! But it's all implemented now and each monster with venom follows the rules as written in terms of how it's applied, how much damage it does, and whether you have a chance at a saving throw or not and what chance that is.
The poison rework actually has been a sorely needed buff for the rogue class because they start with a blowgun and poisoned needles. Needles only do 1 hit point of damage, but on top of that you add the dexterity bonus along with a possible sneak attack bonus and a further possible critical hit bonus AND now a further 1d4 poison damage. The end result is that rogues can dish out quite significant damage against poison vulnerable enemies right from the start of the game and it's even possible (although very hard) to play an effective solo rogue without a light source and specialise in hiding and sneak attacking from the shadows.
Yeah the artist did a fantastic job! I couldn’t ask for anything better to be honest.
I’m terms of in-game art, it’s not a priority to play around with an alternative tileset just yet although the game is very easy to mod if someone wanted to do it - it’s simply a matter of replacing the image files. In relation to Steam, the game will always be for free and I just use that as a distribution service at my own cost so I’m not focussed on being a commercial success at all. It would be amazing if someone did produce an all new tile set and it could even be something that I look at paying for in the future.
Traceback (most recent call last):
File "theredprison.py", line 10078, in <module>
File "theredprison.py", line 9483, in main_menu
File "theredprison.py", line 9412, in play_game
File "theredprison.py", line 4676, in handle_keys
File "theredprison.py", line 5433, in player_ranged_attack
File "theredprison.py", line 5317, in target_monster
File "theredprison.py", line 5204, in target_tile
File "theredprison.py", line 2346, in blocks_sight
IndexError: list index out of range