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7DRL: Paprika

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icey

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Feb 25, 2006, 12:55:57 PM2/25/06
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It's now 17:43 on February 25th.

Instead of creating a new roguelike over the week, I'll be devoting my
time to my existing roguelike project to advance and improve it.

My roguelike is called Paprika, which was started in August of 2005.
I've never mentioned it here, it's still in the early stages and it
isn't known about publically, so it's very unlikely you'll have heard
about it.

It's being created in Visual Basic 6 and therefore is exclusive to
Windows. I'm writing it because I enjoy programming and seeing people
use things I've written. VB6 is my favourite language because I've used
it for years and it's designed for rapidly writing applications, which
is very useful for a major project like a roguelike!

A few minutes ago I added a page to the Roguebasin, since it is no
longer going to remain an obscure unknown project now that I'm
participating in the 7DRL challenge.

Information about Paprika is available from the following places:
http://iceyboard.no-ip.org/projects/paprika
http://roguebasin.t-o-m-e.net/index.php/Paprika

I have a full time job and some of my time outside of work is taken up
by spending time with family and various other things, so I'm rather
limited in the amount of time I have to play with, but I'll do as much
as I can and keep this thread updated with my progress.

Good luck to everyone in the challenge.

icey

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Feb 25, 2006, 6:12:35 PM2/25/06
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DAY 1 (V0.1.3)

* Added a page about Paprika at the Roguebasin
* Added a thread to r.g.r.dev to announce my participation in the 7DRL
challenge

* Race is now stored with high score info and displayed in the high
score window
* You can no longer search while blinded
* Added easy and hard modes. Easy means better treasure and easier
monsters, harder is the opposite. Additionally, secret doors do not
appear if the difficulty is set to easy. The difficulty mode can be
changed at any time and is effective on levels generated after that
point
* Pressing 't' will use the stairs on the current square. This is
easier to remember and use than '<' and '>'. Those keys will still
continue to work though, at least for now
* Fixed a bug that would cause an error when the application was
closed when the merchant window was open
* The merchant window is now resizable and changes to the display mode
affect it immediately
* A check has been written in to make sure only ranged weapons are
used to perform ranged attacks
* The status screen is now only updated when it's visible
* The creature data is now stored like an ini section, rather than a
line. This is to make it easier to work with when effects can be used
on creatures
* Left-clicking the dungeon will show info about stuff on that square.
Right-clickling will perform a ranged attack on the creature in that
square (if possible)
* Speeded up item name to inventory number code
* Previously identified potion types will now use their real names in
stores (for example: 'Bottle of Poison' instead of 'Tall Red Potion')
* Added an option in data\display.ini for permanent text mode, which
means the mode is always text and can't be changed. This allows me to
distribute a version that doesn't include the tiles, for people who
never want to use them or want a faster+smaller download

Download is available from the official site. I'm going to sleep!

icey

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Feb 26, 2006, 7:19:07 PM2/26/06
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DAY 2 (V0.1.4)

* Added snake traps. They are what they sound like... step on one and
a load of random snakes is unleashed upon the player!
* Shields are written in. They work like normal D&D shields. There's
small (AC1), medium (AC2) and large (AC3) sizes. Small creatures can't
use the largest type of shields. Larger shields provide more
protection, but weight more and will resrict allowed weapons (when I
write that in)
* A conducts system has been written. There are four conducts so far:
No food, no weapons, no shields and no armour. Conducts are visible
from the new conducts window and on character dump files
* Started planning the magic system and the spells that will be
available. See the spells.ods file in the documentation directory for
information about that

Download is available from the official site.

As an extra challenge, I've been following the 'no food' conduct for
the whole day! I'm going to sleep now and wont be eating for another 9
hours or so, so that means I've followed this conduct for about 40
hours in total :)

JockeTheBeast

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Feb 27, 2006, 5:13:59 PM2/27/06
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I tried the demo and it's looking really sweet. The minimap is a really
good feature as well as the option to either play it with ASCII or
tiles. Nice work so far!

--
Sent via Gamer Newsgroups
http://www.gamernewsgroups.com

max....@gmail.com

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Feb 27, 2006, 7:14:10 PM2/27/06
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JockeTheBeast wrote:
> I tried the demo and it's looking really sweet. The minimap is a really
> good feature as well as the option to either play it with ASCII or
> tiles. Nice work so far!

I, too, tried the demo (0.1.4) and it's looking very nice. One amusing
bug I discovered: if you die with a ranged weapon equipped, you can
still fire at monsters by right clicking on them -- revenge from beyond
the grave! :)

--
Max Bane
Whoop, whoop! Pull up!

icey

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Feb 28, 2006, 5:57:24 PM2/28/06
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DAY 3 & 4 (V0.1.5)

* Fixed a bug that allowed dead players to continue using ranged
weapons (thanks to Max Bane for discovering that)
* A random quest message is now displayed when you start a new game.
The quests all involve retrieving the Jewels of Power. They need a bit
of work to make them more authentic
* Added Vegetarian, Vegan, Fruitarian, Carnivore and No Potions
conducts
* Items on the initial square when starting/resuming a game are now
displayed

Just a small update because I've been at work and had other
commitments. Download is available from the official site (see the
first post of this thread).

icey

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Feb 28, 2006, 5:59:57 PM2/28/06
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max....@gmail.com wrote:
> I, too, tried the demo (0.1.4) and it's looking very nice. One amusing
> bug I discovered: if you die with a ranged weapon equipped, you can
> still fire at monsters by right clicking on them -- revenge from beyond
> the grave! :)

Ha! At least that's an easy bug to fix. It's sorted now :)

JockeTheBeast wrote:
> I tried the demo and it's looking really sweet. The minimap is a really
> good feature as well as the option to either play it with ASCII or
> tiles. Nice work so far!

Thanks for the feedback!

icey

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Mar 4, 2006, 2:14:30 PM3/4/06
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Unfortunately the amount of work required on my real job exploded over
the past few days, so I haven't been able to work on Paprika at all.
I'm working all this weekend as well, so there's been no chance for a
few additions on the final day.

Paprika isn't a 7DRL (see the first post for info), so development will
continue when I have time.

Well done to everyone who took part.

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