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Author Topic: 100 Heroes - A roguelike(like?) in development - v0.15 .exe available  (Read 55949 times)

Neonivek

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Quote
Interestingly, I had never considered identifying heroes by their race ...

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.
« Last Edit: March 29, 2012, 07:39:38 am by Neonivek »
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mendonca

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I've just posted up a quick 0.04, which reflects the most current version at the minute, and it is available in Python only.

There are a few extra features and tweaks, and you can now go in to negative cash (because of a monthly tax) but there is no 'lose' condition just yet.

I couldn't recreate a 'time-based' bug, but I have disabled message logging by default in case there were permission things going on (i.e. trying to create a file somewhere where maybe it wasn't allowed).

v0.04 release notes
Code clean-up to faction house / dungeon location functions
Weekly Stock Take for non-player shops. Values reset every sunday night, by appraiser
End of the month tax introduced
Months now respect correct number of days
Merchant behaviour / activity tweaked downwards
Heroes rot after 15 days deceased, to be replaced by a new hero
Some message tweaks
Logging messages default to 'off'


See the OP for download link ... (including the .exe for 0.03)
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Lord Dullard

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Here you go - that's the setup script I hacked together for you. It is directly cannibalized from the one I use for Cult, BUT I did not remove all of the stuff that applies to Cult because it'll serve as a handy example if you ever need to reconfigure it, and for the time being it doesn't do anything annoying to leave that stuff in.

If you want to configure it, just change the little string blurbs to whatever you'd like (I set them up for you but not very well). You can also fiddle around with the extra_files settings if you ever include subfolders in your game and you want the dist folder to carry across stuff like art, sound effects, blah blah automatically.

Obviously you need pygame and py2exe to get it working. Once you toss it into the same folder as your game, just bring up your Windows command prompt from your Applications menu, navigate to your program's subfolder (i.e. cd C:\ahundredheroes) and do python setup.py py2exe. It'll run on its own and create a \dist folder.

NOTE: You will need to manually move libtcod-mingw.dll, arial10x10.png, and standard_names.txt over to the dist folder yourself (or change the setup.py script respectively), because I was stupid and forgot to include them.

NOTE 2: You can also set it up to attach a .ico file to your compiled exe - pretty self-explanatory on how to do that, but it bears mentioning in case you're interested.
« Last Edit: March 29, 2012, 09:12:13 am by Lord Dullard »
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mendonca

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Thank you!
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Enzo

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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.
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mendonca

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Crashed twice in a row, a couple days into each game.

Spoiler (click to show/hide)

Sorry about that, I left the info logging on in 0.03, but I should have turned it off - or at least made it try and create the file locally rather than in the root. If you are playing the Python version (although probably not, because I should have fixed that for 0.04 ...) you can alter log_info() function to:

def log_info(info):
    f = open('logfile.txt', 'a')


Otherwise, I'll get an exe up soon where this shouldn't happen.

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.

The game should automatically put a 20% markup on everything you buy, which normally should put it still within the general acceptable values for most heroes, who are normally willing to pay up to 20% over the perceived value of an item fairly easily, so you should 'generally' automatically do okay just by buying things and not managing prices. You can also go in to the items one-by-one by clicking on your shop, then the item number, then pressing 'v', which is essential if you think you have snagged a bargain.

Low level people know less stuff about stuff, so you should be buying off idiots where you can. Items are also associated with factions, so you can guess that the Fighters guild will know a bit more, generally, about weapons than say the Mages (although there are crossovers for all item types, easier to guess when you know a little bit about each item).

Bigger profits can be made by identifying items and realising when either the town shops (or heroes) are underselling their goods or from getting a lucky bargain at the auction house. When you increase a level, you get to specialise further in one of the four main item types. This enables you to identify when items of that type are higher quality and eventually enchantments.

This might then enable you to get bargains from other people who don't see that quality, but unfortunately only other people who are aligned to the item (by faction and/or level) will also recognise that quality difference, and be willing to pay extra.

In theory, you could go and buy a good quality scroll from the Barbarians (who are low level, and unlikely to recognise most scrolls) at under the base price for that type of scroll. You might be able to then shift that on to say a Summoner at base price, plus the quality modifier, plus 20%. You just have to wait for someone to come along and recognise that quality, because some people might just think you are trying to rip them off.

I think the basic principles work okay, but the game is far from being as fun as it possibly can be, at the minute. There is definitely a bit of balancing due for the player knowledge, as well.

Quote
Also, the help screen should auto-pause the game.

Oh yeah, of course. I don't know why I never picked that up ...

Thanks for the feedback, I appreciate it.


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)
« Last Edit: March 29, 2012, 04:37:26 pm by mendonca »
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Neonivek

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I am glad you liked my suggestions I was afraid I was overcomplicating it. I'll create more heros for you to critique eventually.

Concept Idea

One of the general ideas I came up with is that dungeons have "In the open" loot which any hero can take and then it also has "Hidden" loot that certain heros would need to get as well as some heros will pick up some loot more often.

For example a Barbarian raiding a library will probably pick up whatever books he finds and leave and you will likely just get a pile of novels or textbooks. A magic hero will likely know exactly which books are magical and while they certainly will keep some of those books to themselves they may also give it to you. Or less criptic a big dumb hero cannot solve riddles and thus cannot open the chest that requires you to solve one.

As well some treasure is just not obtainable without certain skills. A Warrior cannot mine and thus he cannot mine gold. A Hunter may be able to take pelts from skinnable enemies. Rogues and Thieves can open chests with perfect locks.

Finally some heros create treasure (Crafting heros) out of materials. Though most "Crafting heros" are wimps and don't want to explore dungeons often (I should upgrade Rogues' bravery. Wimpy characters should be part of the 'Non-hero' types)
« Last Edit: March 29, 2012, 09:55:11 pm by Neonivek »
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mendonca

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"In the open" loot ... "Hidden" loot

As well some treasure is just not obtainable without certain skills.

(Crafting heros)
I like all these ideas, they are going in my notes with the rest.

Not sure entirely how I will deal with them, but that can wait for later.

I've just implemented a main menu and a savegame function which appears to be working as expected (plus some graphical tweaks - glowing things on the map). I should get a new version up later today.



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mendonca

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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)
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Willfor

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Congrats!

I've never gotten a game to the point where I made a save/load for it. I agree that it's a pretty good mark to have gotten to and passed.
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nenjin

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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)

Hurray for save games sooner rather than later! Believe me, I appreciate that kind of milestone.

Also, sweet concept. You really broke out of the norm with it.
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Lord Dullard

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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)

Awesome, glad you got it working. I'll definitely be keeping track of this project, very excited to see where it goes.  :D
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mendonca

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Re: 100 Heroes - A roguelike(like?) in development - Learning Python w/ Libtcod
« Reply #27 on: September 26, 2012, 02:36:39 am »



6 Month Anniversary bump.

Actually found some vigour to work on this again, making semi-decent progress, tidying up the code and bringing things in to line for my near term goals.

Still got a lot of things I want to do before another release - making the dungeons, relationships and world more dynamic (which will need a lot of balancing) - but I'm having a lot of fun with it again.
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Neonivek

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Re: 100 Heroes - A roguelike(like?) in development - Learning Python w/ Libtcod
« Reply #28 on: September 26, 2012, 02:42:07 am »

Whoa this is back! woo!

I will admit that I might have went insane with this a bit >_>;

So sorry mendonca
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mendonca

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Re: 100 Heroes - A roguelike(like?) in development - Learning Python w/ Libtcod
« Reply #29 on: September 26, 2012, 03:49:54 am »

Whoa this is back! woo!

I will admit that I might have went insane with this a bit >_>;

So sorry mendonca

Ha ha! No problems, I still have a lot of notes written down from your suggestions, hopefully to implement in some fashion in to the hero behaviour :)
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