Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: The Red Prison - 5e D&D roguelike  (Read 1964 times)

pat

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #30 on: April 27, 2019, 05:37:01 pm »

Iím sorry to hear that. Interestingly I use the same font and font size as Incursion, although that game uses it for the map as well. Are you able to handle that gameís display?

scriver

  • Bay Watcher
  • I have a nice hat
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #31 on: April 28, 2019, 07:44:19 am »

I've never played Incursion, but if from looking at those images, no, it is also too small.
Logged
Love, scriver~

Retropunch

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #32 on: April 28, 2019, 10:56:07 am »

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 Iím hoping that it makes the barrier for new players even lower. Itíll certainly save on me asking players to download a new build every week.

Awesome to see it's on Steam - as it grows it'll really help keep the interest up in one place I'm sure!
Logged
With enough work and polish, it could have been a forgettable flash game on Kongregate.

pat

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #33 on: May 03, 2019, 05:51:42 am »

New version up: https://patjw.itch.io/theredprison



Major changes are the inclusion of level 3 wizard spells fireball and lightning bolt, the introduction of a character level cap of 10 to reduce the scope of the game to something more feasible for now, and the reworking of composition of various graphical tiles so that objects can be stacked on screen as well as a few other better looking effects.

Full change log:

* Implemented fireball spell. 3rd level wizard spell with radius of 3 squares, dexterity check for all targets in that radius with 8d6 damage on failed save and halved for successful save.

* Updated spellcaster AI so that mage companions can use the fireball spells if they are far enough away to be safe and no allies will get caught in the blast.

* Fixed bug where enemy archers projectiles weren't being animated.

* Fixed bug where actors out of sight would overwrite door squares.

* Added a 1 in 3 chance of kobolds, orcs and bandits in mobs to have a lit torch.

* Increased chance of spellcasters using shocking grasp and inflict wounds in combat to 50% per turn.

* Fixed bug where AI spellcasters weren't properly using spell slots.

* Fixed issued in compiled version where second console window opened for no reason.

* Added level cap of 10 so that focus can be put on those class features under the cap.

* Implemented lightning bolt spell - 3rd level wizard spell with a ray sent from caster, dexterity check for all targets in the way with 8d6 damage on failed save and halved for successful save. Still not finished because it needs to keep going until it hits a wall and this currently doesn't happen.

* Added transparency to custom tiles. Changed actors to be printed on another level to background and to effects so that they can be visually merged properly for a better graphical effect. Made a whole host of changes behind the scenes to do with different layers - now background is layer 0, actors, items and effects are layer 1, special effects are layer 2, and menus are layer 3. Items now stack on ground (!!!).

* Fixed bug in character creation where menus for high elf cantrip selection didn't clear properly.

* Fixed bug where last spell caused a crash when you hadn't cast anything yet.

pat

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #34 on: May 04, 2019, 08:37:33 pm »

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.



It's really pretty complicated now with a number of different fonts in different sizes all working around each other - a base 8x8 ascii font for the small ascii mode, a 16x16 ascii font, an 8x16 font for text and a whole host of graphical tiles in both 12x12 and 16x16 for different uses. But despite the complexity, it seems to be working!

( Tchey )

  • Bay Watcher
    • View Profile
    • http://jeux1d100.net/
Re: The Red Prison - 5e D&D roguelike
« Reply #35 on: May 05, 2019, 02:26:28 am »

Hi,

Just to say, it does run well via WINE on PC Linux.

However, it seems that the "Linux" build from itchio is not a Linux build, and i have to dig to local folder to then launch the .exe with WINE.

Also, is there a way to go fullscreen ? The current size is quite "small" compared to my screen (standard size, but still).

That, and with non qwerty keyboard (french bťpo), i have some issue to actually playing the game, but that's something else.
Logged

pat

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #36 on: May 05, 2019, 07:10:56 am »

Thanks for the feedback. To be honest, the only reason I marked it as a Linux download was because someone directly asked me to. Iím glad to hear itís working well for you though. I havenít even considered full screen yet but leave it with me!

( Tchey )

  • Bay Watcher
    • View Profile
    • http://jeux1d100.net/
Re: The Red Prison - 5e D&D roguelike
« Reply #37 on: May 05, 2019, 08:37:52 am »

"Someone" could be me, as i asked about a Linux version on itchio.

Fullscreen would be (very) neat.
Logged

pat

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #38 on: May 17, 2019, 08:48:01 pm »

This week was spent entirely on playtesting, UI fixes and bugsquashing yet again. I had a few people playtesting for me and it was really helpful to try and find a few odd things that were going on, particurly with areas of the game that I don't often replay. I'm pretty happy to say that I haven't had a crash or other issue come up in the last few hours of playtesting and my playtesters are saying the same. I even implemented an autoplay mode on top of autoexplore which doesn't quite manage to play without issue yet but manages to automate a lot of the game which was helpful.

This is great timing because the game unlocks on Steam Early Access in about 22 hours from now: https://store.steampowered.com/app/1074040/The_Red_Prison/

 It should be an interesting experience and I'm curious about how it's going to go because the game is still relatively immature but there's still a fair bit of content worth playing in my opinion. It'll always be free on all platforms and I've currently got about 50 wishlists for the game and I'll be trying to monitor things to make sure things don't horribly wrong once people are playing through Steam and I'll be keen to see what the stats end up looking like, which is something I have no idea about currently.

Moving forward from here, I think I'll keep trying to release unstable builds regularly on itch.io but perhaps hold back on the content which hasn't been tested from Steam so that version is always stable. I've started planning for the next arc of development which is the addition of more dungeon features, encounters and complex traps. And what I mean by complex traps is something like the player exploring an old church and stumbling onto a pressure plate which locks the door and releases a group of ghouls. I don't think I'll implement traditional traps which just cause damage but hopefully they'll all incorporate the environment like that and make for some fun!

Full change list:

* Implemented a rough autoplay for testing purposes. It's commented out in public builds but it combines autoexplore with invincibility and autofight.

* Fixed bug with error in tile setting for chimera.

* Fixed bug with accidental doubling up of fighting styles at level up to 10 for fighters.

* Fixed bug with shocking grasp causing crash.

* Fixed bug with displaying armour character in non-default font in bearlibterminal.

* Updated character creation so that you can restart at any time and continue creating a character.

* Fixed number of player avatars with overly transparent backgrounds.

* Added heavy armour proficiency to all clerics to reflect that they are all Life domain.

* Made sure that previous saved games are deleted upon player death.

* Fixed bug where converted bandit archers would not use ranged attacks as allies.

* Updated character creation so if you press escape on the first menu, you're back to the main menu.

pat

  • Bay Watcher
    • View Profile
Re: The Red Prison - 5e D&D roguelike
« Reply #39 on: May 17, 2019, 08:48:52 pm »

"Someone" could be me, as i asked about a Linux version on itchio.

Fullscreen would be (very) neat.
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.
Pages: 1 2 [3]