Happy new year 2015 and a shiny Alpha 0.07!

Happy 2015 everybody!

The holidays are sometimes a boost for productivity, with kids it’s the other way around so I squeezed as much time as possible into the game before Christmas.

The result?

The whole wizard tower with its different floors to explore and understand, the mini bosses, the big wizard boss in the final floor and even the wizards apprentice to rescue (he’ll duplicate and sell you powers in the village), all created, coded, inserted and tested!

So according my gamification planning, I’m now a, what am I saying, the game is now a shiny new Alpha 0.07!

On a side note, I have 9% of what’s needed to be Greenlit so maybe I’ll actually will pull it off around the time the game is finished!

Happy 2015 everybody!

Hey, if you are interested in Greenlighting the game:
Within the steam client

Or on the web Greenlight!.

Fun added! (or build 3503)

So I’ve been quite busy lately. Busy with the game!

I have now a consistent load/save/rage-quit etc. system, a full flow-chart for item creation (what level a particular item will have), a new randomized item type and All wands ingame! I also made arrows and a bow and dynamite with a timer. Just for fun.

Randomized items:

When this kind of item is created for the first time, a random roll is done and will define both characteristics, name, mouseover tips and charges.

For example, the dirty shorts you might find when you loot a chest have three different ‘versions’: “no characs”, “HP+1″ and “HP+2″. Their descriptions are different (rags, worst ever clothes, Almost worst ever clothes)

It is really easy to make a lot of different types without completely leaving the randomness to say HP=Random(0,2). I can choose to make one of the types more frequent or add a HP+3 but View-1 for example making it easy to add different but distinct types.

The code looks like this:


??? if typenr == -1 then --Create new
?? ??? ?typenr = math.random(0,2)
?? ?end

Check characteristics

??? arr[0]=""
?? ?arr[1]="maxlife=1"
?? ?arr[2]="maxlife=2"

Get the mouseover:

??? arr[0]="rags"
?? ?arr[1]="Worst ever clothes [HP+1]"
?? ?arr[2]="Almost worst ever clothes [HP+2]"

Well, you get the idea… it is really easy:

The wands had me working for 4 whole days because they do interact with players and the game itself (Pushing an enemy for example) but the rings took me like 1 hour because they only change the characteristics of the player…

A lot of items with passive characteristics can be added like this, really quick and easy.

Mind you, it is so easy I haven’t had the time to create graphics for them… I usually do some quick’n dirty graphics just so you don’t need to mouseover some red square to see if it is a Wand of Protection or a Short, will try to do that soon though…

Fun added!

From the beginning I really like the game and its ideas (of course I do, I made them!) and it is very rewarding to see complex things working flawlessly after hours of coding and bugtracking. But when I played it it was always just a lot of testing. Start game, check this or that feature out, fix it if it doesn’t work, rinse & repeat.

When all the wands were made (and the bow and arrows! So useful in a Dungeon!), I upped the loot probability quite a bit and actually, for the first time, I sensed this fun, driving part. Just some more monsters and I’ll stop. I’ll go back to the coding but first I want to know what is in that chest over there! Can I really get to depth 4 now? I’ll give it a try. Argh I died, shit! This time I’ll gi… no, now I really have to go back coding!

I’m not saying that the game is really really fun yet, it isn’t. But I felt it come alive. Now I have to feed it and raise it to be a good fun interesting game, I can see the light in the end of the tunnel, sort of!

Real life:

On the downside of things, I will most surely have to go back to working at a normal day-job quite soon, at least for some time. On the upside is, hopefully, a game where the complicated bits are complete which means that loading, saving, installing, progression, map generation and all other bug-rich parts are done, tested and ticked off. Leaving me with item creation, map making and scripting enemies!

Something I will be able to do even if I code all day for money.

See you soon!


Random Dungeon Creation

The tunnels are snaking away under the earth, growing as you explore them, so what’s next?

Random Dungeon Generation of course!

This is the first draft where I try to set up rules and just write down ideas about how it might/will/can function so comments are welcome!

Dungeons will be harder if they are generated at deeper levels than on shallower levels and they will contain and be built with one or more of those ‘things’:

  • Maze
  • Door opening when a particular enemy is beaten
  • Doors closing when player walks on a trigger
  • Dart-traps
  • Teleport traps (unique usage or not)
  • Hidden traps makes you fall down one level
  • Monster generators
  • Timed Bombs (ticks only when you ‘feed’ time to it)
  • Toxic walls (you take damage if you are close)
  • Levers to pull, can have more or less any effect
  • Rising water
  • Fake traps (to scare you)
  • Triggered rolling stones (Rick Dangerous style)
  • Rooms filled with evil trashmobs
  • Treasure!
  • Pushable walls (with hidden traps under?)
  • The shadow trap (you’ll see for yourselves)
  • Mimics (monsters disguising as nice loot)
  • Moving walls (nice for the maze or the toxic walls)
  • Moving traps

For it all to work I guess I’ll have to englobe the whole dungeon (except the entry and possible exits) with some sort of indestructible wall/floor/ceiling so you can’t just dig your way directly to the treasure. Some dungeons could be in the sky (don’t fall off!) or in another dimension or on top of something toxic. On the other hand, one type of dungeon could be made so ju Can dig through different parts / around impossible enemies…

The AI for the bosses and also for its minions will be different from the ordinary basic AI and might include

  • Pushing
  • Using offensive spells
  • Ordinary bashing
  • Self healing
  • Healing minions
  • Fleeing (he might open a locked door to flee)
  • Lower players characteristics (like a bonus)
  • Teleport (itself)
  • Teleport players
  • Invisibility
  • Glueing (“Slow”)
  • Poisoning
  • Invoking enemies
  • Invoking hordes of enemies you have to (successfully) flee from
  • Dropping Time Bombs
  • Locking doors locking you in
  • Break walls or invoke new walls
  • And I guess a lot more…

there might also be friendly NPC:s who wants to get escorted to safety or to some special place where something will happen like map-alteration, reduced boss-powers or why not loot or the NPC becomes the boss.

Maybe sometimes you can find a shop in there too?

No Perma-Death

One of the most classic rules in a Rogue-like is that if (or most usually when) you die, you loose everything. Everything down to your name including level, xp, items, everything! This is known as permadeath or PD as in Permanent Death.

As Imbroglio Online is a multiplayer game not solely based on Co-op (cooperative) and that has PvP (players can kill each other), I feel it would be just too much, the whole play would be about hiding/protecting from player killers or be that evil guy and go out gank newbies.

A bit like a normal roguelike with some level 100 monsters zooming around randomly, if they see you then you die and death is final… No Fun !

That is why I decided to go breaking the Rogue-like paradigm and not have perma death. The problen is that perma death is good so I will have several downsides which I must? try to design around / design away.

Problems (things Roguelikes have because of perma death) :

  • New play each time
  • Scary, on the edge gameplay where choices matter.
  • Player Wipe
  • Item Wipe

In Imbroglio Online, when you die, you will be teleported ‘home’ and you can just continue playing, so death will be quite painless, especially at the surface close to the starting village, at worst you have to ‘walk back’ to where you were killed but the farther you travel, the worse it will be because of the distance.

That doesn’t seem to be a lot of fun though as you know what you are walking back to (when you die in a rogue like, the next play is usually completely different).

Remedies :

If you go down the stairs in a house to check out the cellar, find a tunnel going down, the tunnel will divide and change type often, to the left the sewer, to the right old ruin like tunnels, down the sewer a hole entering another type of underworld and so on ending up, 15 levels lower and a lot of different surroundings later, in the secret anti-chamber of Hootoh and his minions.

That should be different each time you play, making it feel like a ‘new’ game each time you get deep enough. That might also have you on the edge because as you enters the Forgotten Crypt of Anxara you know you won’t find it again if you die…

About knowledge wipes and item wipes, I don’t really have a solution to it today, well I do have a start and at the moment it goes a bit like this :

Make so many different spells, actions and competences that it will take really long time until you “know it all”. There might also be nice combinations to explore and so on…

Only let the player bring a certain number of them with him, say 5 Spell/Action ‘slots’ that you can change only at home. That will present the possibility for the change of player style.

The same goes for items but I have to think about it so I won’t end up with items only having a lot of different random characteristics… Spells and procs might come in handy though and a lot of (useful, not only damage enhancing) characteristics will make item differentiation possible without having 90% of everything useless.

Well, until next time I’ll continue my search for the Multiplayer Rogue-like-esque Graal, see ya soon!