Topic:   Devlog - Hacksilver   (Read 48429 times)


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WarHampster


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Re: Devlog - EldritchRL
« Reply #30 on: December 31, 2010, 03:40:50 PM »
I want the game to be controlled mostly by the mouse and a few key presses.

key1 + mouse drag in a direction = attack with current weapon in that direction

key2 + mouse click = move to selected tile

key3 + mouse move up or down = cycle current weapon

mouse click = display info about selected tile (enemy stats, etc)





Connors


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Re: Devlog - EldritchRL
« Reply #31 on: January 01, 2011, 01:13:44 AM »
Don't make the player hold a key in order to move, that can just be a normal click!
Warning: The above post may have been modified multiple times.

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EqwanoX


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Re: Devlog - EldritchRL
« Reply #32 on: January 01, 2011, 10:05:04 AM »
 what about haveing buttons that you click to set the action instead of keys

WarHampster


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Re: Devlog - EldritchRL
« Reply #33 on: January 01, 2011, 12:06:17 PM »
Quote
Don't make the player hold a key in order to move, that can just be a normal click!

Yeah that will probably flow better.

Quote
what about haveing buttons that you click to set the action instead of keys

Well I think the game is going to be real time, so that wouldn't really work.

WarHampster


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Re: Devlog - EldritchRL
« Reply #34 on: January 04, 2011, 10:59:16 PM »
Currently attacking works by holding down shift. This makes the character take out his sword and swing it in the direction that the player moves the mouse.

Combat will be based around quickly determining a strategic spot to move to, moving there, and then slashing enemies. You are vulnerable while moving.

Also I am rushing the art. I started to draw sprites for the character swinging his sword in different directions, but scrapped them and am now just drawing a line from the character to the adjacent tile. Crude but effective... I'm running out of time now that school has started.
« Last Edit: January 04, 2011, 11:02:15 PM by WarHampster »

WarHampster


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Re: Devlog - EldritchRL
« Reply #35 on: January 11, 2011, 08:56:28 PM »
Why are you teleporting, enemy? You're an enemy you can't teleport I didn't even program that.

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Re: Devlog - EldritchRL
« Reply #36 on: January 11, 2011, 08:59:30 PM »
Quote
Why are you teleporting, enemy? You're an enemy you can't teleport I didn't even program that.
That quote would work best put on an image using a 24-point Impact font.

Anyway, It's really a mind warp when something has functionality you didn't expect it to have.  I suppose it's better than it NOT having the functionality you DO expect it to have.  Maybe.

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Re: Devlog - EldritchRL
« Reply #37 on: January 12, 2011, 02:03:12 PM »
Basic enemy AI and combat are done! Currently enemies will move toward you if they can see you, and will stay away if you are pointing your sword at them.

Next up for implementation: when an enemy sees that you are pointing your sword at him, he should try to run around and get behind you.
« Last Edit: January 12, 2011, 02:03:26 PM by WarHampster »

WarHampster


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Re: Devlog - EldritchRL
« Reply #38 on: January 15, 2011, 12:24:51 AM »
Sometimes the simplest optimizations are the best optimizations :)

Progress:

Some optimization of everything.

A VERY nice audio intro.

I've recruited a friend to make a logo screen for my "company" and a menu screen.

Also the game has been renamed Hacksilver, as it is no longer particularly eldritch and is certainly no longer a roguelike.  
« Last Edit: January 15, 2011, 12:35:50 AM by WarHampster »

Silverwind


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Re: Devlog - Hacksilver
« Reply #39 on: January 15, 2011, 03:03:27 AM »
Awesome! Can't wait to play it!
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EqwanoX


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Re: Devlog - Hacksilver
« Reply #40 on: January 15, 2011, 08:49:45 AM »
 does it involve hacking silvercreator?

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Re: Devlog - Hacksilver
« Reply #41 on: January 16, 2011, 05:42:55 PM »
Or my bank account?
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WarHampster


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Re: Devlog - Hacksilver
« Reply #42 on: January 18, 2011, 10:05:23 AM »
Perhaps....

I'm down to one lingering bug in the combat... occasionally enemies will be able to hit you from a distance. This generally happens when you're fighting multiple enemies at once.

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Re: Devlog - Hacksilver
« Reply #43 on: January 18, 2011, 10:39:56 AM »
Ok, there are two lingering bugs, but they will be really hard to fix and I don't have enough time... they aren't so bad.

So combat is done! Now I'm going to write a quick map generator and pull everything together.

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Re: Devlog - Hacksilver
« Reply #44 on: January 18, 2011, 01:24:17 PM »
Awesomenessness...
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