Link:
http://benhem.com/games/wayfarer
enjoy, Ben
Wow, I'd never seen IVAN, but I checked some screenshots. Same limbs
+ inventory, at the top right, too. Wayfarer is based on a game I
started writing back in 2000, in HyperCard. Link:
http://benhem.com/games/wayfarer/OldTown.jpg
The silhouette inventory system was directly inspired by Diablo, which
came out in '96. So maybe IVAN had similar roots? I agree about
battle and regen. I will nerf the monsters a bit. I also plan to
make some fountains into "fountains of healing." Thanks for input.
Ben
PS: If you have "fond" memories of grappling with limited inventory
space in Diablo, you may get a laugh out of this, especially the
music: http://www.flashrolls.com/fun-games/Diablo-Tetris-Flash-Game.htm
This is, what i would call, a "up-to-date" roguelike i wish everyone
would do instead of old ascii, and It leaves place for imagination
too. I'll go the same way for my next roguelike (well, did some sort
of 3d graphics too, but not that great 8bit art)
Seems like this is a realtime game, only interrupted if the player is
idle?
Good work, i'll enjoyed it.
Jotaf
I'd be happy to do a graphical game like that (in fact my next game
will be graphical), but you just can't compare the amount of
investment in both time & effort between that and just using ascii.
-Ido.
In early stages there was a minimap...as I recall, the game got
slower, but I can sure add it back for those of who can render the
flames in Jacob's Matrix without editing the .config file!
>Seems like this is a realtime game, only interrupted if the player is idle?
Basically yes -- it "feels" real time because different speeds are
shown as different npc-slide-rates, and they complete their current
move if you idle. So you can outrun a glormbeast if you're holding
the movement key down, but if you're doing a tap-think tap-think
process it will stay at your heels.
Ben
I don't know how, but your Java app somehow screwed up my Firefox
interface royally. All links started opening in new windows, new tabs
got switched to immediately and it acted as if the shift key was
constantly held down. Even after leaving your site and restarting
Firefox these problems persisted - I had to restart my computer to get
my browser working properly again! Never got to see your game
either :P
--
Darren Grey
Ouch. Be it known that he crashed with honor, and it shall be
remembered. Link to no-java download site, in honor of the late
Darren Grey:
http://benhem.com/games/wayfarer/nojava.htm
Awesome, I was hoping there would be a downloadable version. It
worked fine on Java last night, but today it killed my Firefox too.
I love the 4-color look! You should consider having that available as
an alternative tileset, or possibly use it in a special part of the
game (like the Rogue style area in NetHack).
Wow, this is super cool, and I encourage you to continue developing
it.
One minor nitpick:
The font can be confusing sometimes. If you select a potion, it looks
an awful lot like it says press "a" to drink. This tripped me up for a
while, until I realized it's supposed to be a "q".
Nice! But I couldn't move diagonally with the keypad whereas monsters
can... (IE 7, Java 6.12 in case it helps - Firefox didn't work with this)
--
-----------------------------------
http://www.justgiving.com/helpcorby
-----------------------------------
Quite true. Fixed that Q. Thanks --
On Mar 27, 5:18 pm, Gelatinous Mutant Coconut
<GelatinousMutantCoco...@gmail.com> wrote
> I love the 4-color look! You should consider having that available as
> an alternative tileset, or possibly use it in a special part of the
> game (like the Rogue style area in NetHack).
Well, that old game is b/w but probably looks grey when shrunk...a
greyscale color set might be nice for night, aboveground. Thanks,
Ben
> Nice! But I couldn't move diagonally with the keypad whereas monsters
> can... (IE 7, Java 6.12 in case it helps - Firefox didn't work with this)
Oh, check your numlock key...it should be on. I'll throw a note in
about that. Please let me know if it still doesn't work after that!
I might need to throw in a "move" key for those without numpads for
those moments when a diagonal is crucial. The only other option I see
is to delay all key-acceptance to give more latency for a double
keypress, and that would slow the game way down.
Update: resolved caps-lock and num-lock issues.
Also tweaked battle.
And the Q.
Ben
Just use Vi keys. I think the only existing key you'd have to re-map
is "h" for help, which could become "H" or "?" and still remain
intuitive.
I'd suggest using "?", since if you're using the lower-case vi keys
for movement, you might eventually want to use the upper-case
counterparts for auto-explore. (Although I guess that makes less sense
in a real-time game?)
Seconded. If you play roguelikes on a laptop, you're probably used to
the Vi key set...
Andrew
U I O
J K L
M , .
--Ben
Definitely not rather. Maybe as an additional option.
Another nice option to give laptop keyboard players is to have the
regular number keys move the @ in the same way that the numberpad keys
would. (I got quite good at that style while playing Dwarf Fortress
adventure mode on my laptop, since the game has other uses defined for
standard vi movement keys and I was too lazy to edit the key bindings.
I typically switched back to the standard 4-arrows when I wasn't in a
situation that made diagonal movement an advantage, though.)
I second keeping the vi movement keys for any roguelike. I don't have a
number pad on my primary laptop, and grew used to the vi keys when
learning rogue and nethack all those years ago. For me, at least, the
vi keys are completely second nature when playing Crawl, Nethack, or
other RLs that use it
Also, the number keys across the top do currently control the character.
I use the diagonal numbers (1,3,7,9) to move diagonally when there
isn't a vi keyset available.
Just my 2 cents.
Will
Hi Ben,
An enjoyable game. One suggestion might be to capture the ESC key. I
find myself trying to use it to bring up a menu system as in some other
games and exiting the game. I don't know if others are doing the same
or not.
Thanks,
Will
On Mar 29, 9:25 pm, Will Shattuck <willshatt...@gmail.com.nospam>
wrote:
> An enjoyable game. One suggestion might be to capture the ESC key. I
> find myself trying to use it to bring up a menu system as in some other
> games and exiting the game. I don't know if others are doing the same
> or not.
Grrgh. I haven't found a way to capture escape or keep it from
quitting (freezing) the applet. It's some sort of built-in safety
feature. I may be able to disable it in the executable/download
version.
--Ben