I've finished PrincessRL and it's available at:
http://flend.net/files/princessrl.zip
I'll post a followup with some explanation when I have more time.
Watch out though - the save function is a bit screwy so I'd suggest
playing in 1 sitting!
Cheers
-flend
This is fantastic! I played the original Princess Maker a fair bit
and this has a lot of the same charm. I'm not sure I'm particularly
good at it (stat-juggling seems fairly tricky, unles the only option
is to just specialise in one of the three areas), but it's certainly
fun to charm ferrets and make them fight each other. Will have to
play a bit more...
--
Darren Grey
OK, chance to advertise / explain my game a bit.
The idea is to train your princess by attending classes and going on
adventures. You have one year until graduation where you will be
judged on your final statistics and the number of dungeons you cleared
out.
It features:
- a school and wilderness
- 7 dungeons of differing theme and difficulty
- 31 creatures types, with some 6 special abilities
- 10 special combat moves
- 9 spells
- 15 unique items
- 20 different ending careers for your Princess
It's based on the DDRogue engine, so you may see some similarities,
but the moves from DDRogue have been cleaned up and modified - I think
they are considerably more fun. I had a blast this afternoon with a
fully souped-up combat character with all the special moves bouncing
off walls, backstabbing and generally causing trouble.
Please give me a shout if you come across any bugs. I'll try to fix
the save game functionality after the competition.
Here are some spoilers / tips for any players:
- The easiest tactic is to specialise in 1 of the 3 main builds,
combat, magic or charm
- For combat characters you absolutely must get the 'glove' item from
the NE dungeon as soon as possible. The glove gives you a bonus after
completing any combat move. You need to play carefully, even with the
glove, since it's always easy to die.
- Combat moves have very significant bonuses. With the very limited
healing available you will want to use them as much as possible.
- The first couple of adventures might seem rather tough because you
have few abilities. Try to get at least one combat move (close
quarters or charge) or one spell (Magic Missile) in the first month.
Persevere, it gets easier :)
- Wall Leap is really good against missile enemies
- Look out for special move combos, especially Charge / Close Quarters
and Wall Leap / Vault / Backstab
- The best endings are for cross-class characters like Combat/Magic or
Magic/Charm. These characters have lower primary stats, so you have to
be inventive.
Cheers,
-flend
-Ryan
That's an impressive game - there's lots to do, the fiction is strong
and different, and it's very polished.
- Geoffrey White aka Daisy the Princess
This is great.
-Deej
The first time, I divided my attention between magic and charm.
Unfortunately this was a bad decision and led to me not being able to
clear the first dungeon until July. Charm is simply too weak. It's
unreliable and its range of 1 means that if a charm doesn't work (a
frequent occurence, even on very weak creatures) you are subjected to
attack.
I raised charm to 40+ but even then, sometimes I wouldn't be able to
charm a bat or a spider for many rounds, losing a large chunk of
hitpoints. If charm isn't garuanteed against creatures much weaker than
you, then at least increase the range of it. As it stands, charm is a
poor choice compared to magic or combat. It's especially tough in the
first dungeon, where you and your pet don't have a lot of space to move
around. I frequently wound up bumping my pet off as I attempted to
retreat from numerous foes.
Another quibble is the pixie. Fast, immune to spells and very difficult
to charm due to charm's limited range, it was my bane in the first dungeon.
Other than that, very nice work! Definitely one of the better RL's in
this crop.
Cheers,
Ysgard
Thanks for your feedback Ysgard. It's true that I didn't have a chance
to play the whole game through as a charm character, although I did
play test a few charm characters at high levels. It's also true that
the first few months are difficult - it generally took me 4 months to
clear the first dungeon, but by about month 8 I could reliably clear
both caves, and kill one unique in the forest & orc cave per dive. The
crypt is rather hard and very hard for charm characters, whereas the
demon cave is just put in as a challenge for high level characters,
particularly just combat (or magic or charm) types.
If I was you, I'd take the NE dungeon before the SE one. The NE one is
designed to be easier and has the glove which is an important
accessory for combat characters. The charm resistance of creatures in
the first cave is 10-30 so 40 charm should be OK. The charm resistance
in the second cave (the one with the pixies) is a bit higher. It
certainly pays to know what creatures to charm. Generally I reckon
charm 60-70 is enough to clear the orc cave. The forest is best done
with combat if you have Wall Leap (can learn at combat 40+).
The pixie is maybe a bit tough. I'd kind of forgotten that they can
crop up in the 2nd cave - they are really balanced for the forest.
They have few hp so maybe a charmed creature could deal with them.
I'm not sure about your 'bumping off' comment but I guess you mean
your pet returned to you as you were fleeing and got shot up by
missile troops. Can happen I guess. When a creature is charmed you
should switch position with it rather than attack it.
Anyway, glad you enjoyed your playthrough and thanks for your detailed
feedback. If you were to try again I'd play a combat-only or magic-
only build at first since those are easiest (and those are what I used
to balance in the little time I had).
Cheers,
flend
> around. I frequently wound up bumping my pet off as I attempted to
> retreat from numerous foes.
I did find this bug in the end - didn't test a combat / charm
character enough in play testing! I've made a quick fix and updated
the zip. I've also uploaded an untested Linux version (requires mono,
based on the ddrogue linux version so should work). Both of these
changes were done after a hard day skiing and on my netbook, so
apologies for any unforeseen screw ups :)
-flend
Hi
I keep getting stuck in the NE dungeon - surrounded by walls and can
only go back to the stairs up. WHat am I missing?
If only I could walk through diagonal gaps
A.
Oh! I get it. It's because I'm playing on a laptop with no numpad. Are
any other movement keys supported?
A.
Unfortunately I commented out the vi-keys just before release because
they could only be used for movement and not for charming direction
and stuff. If you like, I'll fix the implementation tonight and email
you an archive. I can't upload it right now since I don't have
internet access from home.
-flend
That would be fantastic. Ideal might be for you to update the download
so everyone can get it? But doesn't need to be tonight!
A.
I have never had as much fun (with the dubious possible exception of
DF's adventurer wrestling) with a roguelike's combat, as I did with
PrincessRL.
- Dan Lower
Many thanks for the complement. I think WallLeap in PrincessRL makes
it so much better than DDRogue :) I just love throwing myself off the
wall at people. DDRogue also has a move-triggering bug that I fixed in
PRL. I'm half tempted to update DDRogue to the PrincessRL engine since
it would only take about an hour or so.
As a side note, I would be intrigued to know what endings people have
managed to get in PrincessRL (indeed if anyone has played it through
to the end). Has anyone actually rescued the Prince?
-flend
> > Unfortunately I commented out the vi-keys just before release because
> > they could only be used for movement and not for charming direction
> > and stuff. If you like, I'll fix the implementation tonight and email
> > you an archive. I can't upload it right now since I don't have
> > internet access from home.
>
> > -flend
>
> That would be fantastic. Ideal might be for you to update the download
> so everyone can get it? But doesn't need to be tonight!
I've uploaded a new version (v1.03) with the vi keys enabled and some
bug fixes. Most significantly, I think saving and loading now works
reliably. Please let me know if you run into problems.
-flend
I rescued the prince and became a great warrior. The prince asked me
to marry him and I agreed, though against my father's wishes (damned
old coot). The game does lose a little steam and variety towards the
end, and I felt like I didn't have a proper opportunity to explore the
later dungeons. Perhaps I was being too slow and cautious early on
though. The replay value from trying different abilities is very nice
- I look forward to trying a magic-based princess next.
Also, would be nice to know what some of the items do - several of
them aren't too obvious.
--
Darren Grey
Endings gotten: Father's Girl, Sorceress, and Soldier (or the
equivalent)
I just got the Sorceress ending - found it much easier I must say
(though acquiring the healing potion helped immensely). Apparently I
explored 7 out of 6 dungeons :P
--
Darren Grey
And just beat it with a very charming girl (though she knew a few
combat maneouvres too). Potential spoilers below:
This turned out much easier than I thought - I was able to clear the
first dungeon on my second try. Barely survived a few rounds in the
undead dungeon though, and for the first time I failed to rescue the
prince (again undead were a serious problem). Managed to clear the
forest dungeon for the first time thanks to the strength of tamed
unicorns. Got a bit further in the demon dungeon, but didn't
accomplish much.
Gotta try a jack of all trades now. I've decided that classes aren't
really worth it, and stats train much better when adventuring :)
After some initial pumping to get some necessary skills I'll only be
attending Athletics in future :P
Quick question - are puckerberries meant to decrease your view range
in the last dungeon?
Items discovered so far:
-dagger (+damage)
-lantern (+view range)
-short sword (+damage)
-long sword (+damage)
-earrings (+charm?)
-orb of something (???)
-potion of healing (1 full heal per dungeon)
-sexy dress (+lots of charm)
-glove of power (+accuracy?)
-armour (+defence I presume)
I think the demon dungeon items are the only ones I've not seen.
Still not sure what exactly blackberries do either...
I really must commend you on the huge variety of items and enemies in
the game. I'm amazed that you did this all in 7 days. I thought
DDRogue was good - this is miles ahead of that :)
--
Darren Grey
Oh yeah there are 7 dungeons aren't there :) Should probably fix that.
> And just beat it with a very charming girl (though she knew a few
> combat maneouvres too). Potential spoilers below:
>
> This turned out much easier than I thought - I was able to clear the
> first dungeon on my second try.
Yup, me too. Pump charm for 2 months and you should be able to take
the 1st dungeon no probs.
> and for the first time I failed to rescue the
> prince (again undead were a serious problem).
Ack, unlucky monster gen rolls in the last dungeon, I guess.
> Managed to clear the
> forest dungeon for the first time thanks to the strength of tamed
> unicorns. Got a bit further in the demon dungeon, but didn't
> accomplish much.
I've pretty much cleared the demon dungeon with a very high level
charm princess with good items. I think it's about the only way to do
so. Combat and magic builds struggle.
> Gotta try a jack of all trades now. I've decided that classes aren't
> really worth it, and stats train much better when adventuring :)
> After some initial pumping to get some necessary skills I'll only be
> attending Athletics in future :P
Interesting interesting. When I was balancing the game my test builds
used classes and estimated +5 primary stat / adventure. I guess if
you're good you might be able to exceed that on adventures. Cross-
classes should be able to get +4 / +4 or similar if they play their
cards right.
I think the speed boost you get from Athletics is a bit too useful. I
once got +6 speed in January. If I ever do a balancing release I might
tone that down!
> Quick question - are puckerberries meant to decrease your view range
> in the last dungeon?
No, they're not. I thought I fixed that bug in v1.03 - please tell me
if that's not the case. Basically, they give you +1 sight radius. But
in the last dungeon you have sight radius 0, i.e. infinite. So by
eating them you go from 0 (infinite) to 1 (not infinite). I think they
should give you +2 or something anyway.
> Items discovered so far:
The effect of most items is apparent from the stat bar. Since the stat
bar is not visible in town, I can see how it's not obvious :) I wanted
to write some flavour text but it fell off the bottom of my priority
list.
> -dagger (+damage)
+1
> -lantern (+view range)
+2 base, modified by dungeon lighting
> -short sword (+damage)
+2
> -long sword (+damage)
+4
> -earrings (+charm?)
Something to do with charm, but not that. Actually pretty damn good.
Play around to find out :)
> -orb of something (???)
The one from the crypt? Useful for mage types only.
> -potion of healing (1 full heal per dungeon)
yup
> -sexy dress (+lots of charm)
There are 2 of these. +Charm and +AC.
> -glove of power (+accuracy?)
Restore HP on kill by special move. Kind of essential for combat
types.
> -armour (+defence I presume)
+ AC. 2 types in the game.
> I think the demon dungeon items are the only ones I've not seen.
You also haven't mentioned a very useful mage item in the forest.
> Still not sure what exactly blackberries do either...
+ to damage for a bit. Should appear in the stats bar.
> I really must commend you on the huge variety of items and enemies in
> the game. I'm amazed that you did this all in 7 days. I thought
> DDRogue was good - this is miles ahead of that :)
Thanks very much for the feedback. As you well know, it's great to
hear from people playing your game.
Incidentally, just for kicks, here are some of the possible endings,
graded by difficulty, so you can see how well you're doing:
Difficulty 1: Father's girl
Difficulty 2: Sorcerer, Socialite, Warrior
Difficulty 3: Great General, Social Goddess, Arch mage
Difficulty 4: 3 cross-class endings [my personal favourites]
Difficulty 5: Ultimate ending
Cheers,
-flend
Just had similar trouble with my attempt to get all stats high.
Worked reasonably well overall, but I didn't get magic missile till my
third spell, which meant my magic training was seriously hampered (and
which meant spending lots of time in magic class to try and pump it).
Ended up with combat trained the most, but not particularly high. In
the last dungeon there were far too many imps, which combined with
other mobs made short work of me.
Ended up as just a Father's Girl :(
> > Gotta try a jack of all trades now. I've decided that classes aren't
> > really worth it, and stats train much better when adventuring :)
> > After some initial pumping to get some necessary skills I'll only be
> > attending Athletics in future :P
>
> Interesting interesting. When I was balancing the game my test builds
> used classes and estimated +5 primary stat / adventure. I guess if
> you're good you might be able to exceed that on adventures. Cross-
> classes should be able to get +4 / +4 or similar if they play their
> cards right.
Pretty much what I was getting, though sometimes I could get +9/+4/+3
if I had a long trip. It's annoying if you die early on in a dungeon
- feels like a month wasted since you get minor stat increases.
> I think the speed boost you get from Athletics is a bit too useful. I
> once got +6 speed in January. If I ever do a balancing release I might
> tone that down!
Heh, I never got that lucky. My speed gains were usually hampered by
attendance of other classes or resting. Only my combat char managed
to get a decently high speed (20).
> > Quick question - are puckerberries meant to decrease your view range
> > in the last dungeon?
>
> No, they're not. I thought I fixed that bug in v1.03 - please tell me
> if that's not the case. Basically, they give you +1 sight radius. But
> in the last dungeon you have sight radius 0, i.e. infinite. So by
> eating them you go from 0 (infinite) to 1 (not infinite). I think they
> should give you +2 or something anyway.
I'm pretty sure I had the same trouble with sight descreasing when I
used them in the last dungeon. It was maybe due to the combined
effect of an imp spell.
> > -earrings (+charm?)
>
> Something to do with charm, but not that. Actually pretty damn good.
> Play around to find out :)
Hrm, used them on my charm girl but couldn't see any difference... Oh
well, will pay more attention next time.
> > -orb of something (???)
>
> The one from the crypt? Useful for mage types only.
My magic girl always had it equipped but I could never see a
difference.
> > -sexy dress (+lots of charm)
>
> There are 2 of these. +Charm and +AC.
Well, one pretty and one sexy - I presume sexy is better :)
> > -glove of power (+accuracy?)
>
> Restore HP on kill by special move. Kind of essential for combat
> types.
Yes, I figured this out on my last play-through. Should have been
more obvious since I remember how useful the glove was in DDRogue :P
> Incidentally, just for kicks, here are some of the possible endings,
> graded by difficulty, so you can see how well you're doing:
>
> Difficulty 1: Father's girl
> Difficulty 2: Sorcerer, Socialite, Warrior
> Difficulty 3: Great General, Social Goddess, Arch mage
> Difficulty 4: 3 cross-class endings [my personal favourites]
> Difficulty 5: Ultimate ending
I've gotten all the tier 1 and 2 endings now. I presume the higher
ones relate to how many dungeons you clear, since I can't imagine my
stats being much higher... Will have to play some more, obviously :)
--
Darren Grey
> > > -orb of something (???)
>
> > The one from the crypt? Useful for mage types only.
>
> My magic girl always had it equipped but I could never see a
> difference.
Kind of non-obvious I guess, it gives you +1 range on all your spells.
I figure that ought to be pretty useful.
> > Incidentally, just for kicks, here are some of the possible endings,
> > graded by difficulty, so you can see how well you're doing:
>
> > Difficulty 1: Father's girl
> > Difficulty 2: Sorcerer, Socialite, Warrior
> > Difficulty 3: Great General, Social Goddess, Arch mage
> > Difficulty 4: 3 cross-class endings [my personal favourites]
> > Difficulty 5: Ultimate ending
>
> I've gotten all the tier 1 and 2 endings now. I presume the higher
> ones relate to how many dungeons you clear, since I can't imagine my
> stats being much higher... Will have to play some more, obviously :)
I guess the game must be a bit hard if you've not managed to get
anything above tier 2. Tier 3 requires 4 cleared dungeons (which is
perhaps a bit difficult) and very high primary stat. Tier 4 requires 3
cleared dungeons and moderate-high stats in 2 categories. I was
assuming a good run through would clear both caves, forest and orc.
-flend
Nice game! :)
Question, though: are monsters supposed to be equipped with high-angle
mortars? Walls appear to be no barrier at all to monster projectiles.
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
\ / every time we try to impose order we create chaos
\/ -- Killing Joke, "Mathematics of Chaos"
I'm finding that it can take anywhere from 2-5 months to clear the NE
cave, and that I can end up with a character who steamrollers the NE
cave in April and can't even cross the first level of the SE cave in
May because of the layout, the apparent bug with monster projectiles,
and the unutterable cowardice of bugbears.
Bugbears are easy enough to deal with - just chase them down. If next
to you they'll usually choose to run away rather than fight, so it's
easy enough to get them into a tight spot and close quarters their
ass. Pixies are more trouble though - they stay further away and move
fast. You need a long berry to be able to catch up with them and bash
their brains in. Charmed creatures also work well against enemies
that use projectiles (though charmed archers aren't themselves too
handy).
--
Darren Grey
Realised this a little earlier actually. It's not a very big effect,
and probably only worth wearing for a pure magic girl since many of
the other items make much more of a difference.
> > > Incidentally, just for kicks, here are some of the possible endings,
> > > graded by difficulty, so you can see how well you're doing:
>
> > > Difficulty 1: Father's girl
> > > Difficulty 2: Sorcerer, Socialite, Warrior
> > > Difficulty 3: Great General, Social Goddess, Arch mage
> > > Difficulty 4: 3 cross-class endings [my personal favourites]
> > > Difficulty 5: Ultimate ending
>
> > I've gotten all the tier 1 and 2 endings now. I presume the higher
> > ones relate to how many dungeons you clear, since I can't imagine my
> > stats being much higher... Will have to play some more, obviously :)
>
> I guess the game must be a bit hard if you've not managed to get
> anything above tier 2. Tier 3 requires 4 cleared dungeons (which is
> perhaps a bit difficult) and very high primary stat. Tier 4 requires 3
> cleared dungeons and moderate-high stats in 2 categories. I was
> assuming a good run through would clear both caves, forest and orc.
Nah, the game's too easy if anything. No permadeath is a shame :
( Maybe there should be a bigger penalty for dying in a dungeon, like
having severely reduced stamina? Or at least some bonus for getting
out alive. It seems silly that the game encourages you to fight to
your very last breath so you can get every possible stat increase.
I reckon I can easily get the Tier 3 endings if I manage my dungeons
better. Too often I've wasted two months getting killed early in the
forest with characters that just can't manage it. Fecking fairies and
pixies make life hell there... Is there any particular stat that
helps resist spells?
I need to use charm more effectively too - it's surprisingly handy for
any char. I think my next game will be a charm/magic hybrid. Get the
monster tied up with my pet whilst I blast it from afar, mwahaha :)
--
Darren Grey
People had the same gripe with DDRogue. I suspect that once a monster
has you targetted it no longer checks for FOV. I will check and fix
this, if so. Missile troops are still a bit good so it could be a
useful nerf.
Thanks.
-flend
> > Kind of non-obvious I guess, it gives you +1 range on all your spells.
> > I figure that ought to be pretty useful.
>
> Realised this a little earlier actually. It's not a very big effect,
> and probably only worth wearing for a pure magic girl since many of
> the other items make much more of a difference.
Uhuh. I could possibly make it a bit stronger. I need to do some more
play-throughs myself.
> Nah, the game's too easy if anything. No permadeath is a shame :
Presumably from a man who can get the UNE before breakfast without
really trying :)
> ( Maybe there should be a bigger penalty for dying in a dungeon, like
> having severely reduced stamina? Or at least some bonus for getting
> out alive. It seems silly that the game encourages you to fight to
> your very last breath so you can get every possible stat increase.
I like this idea. The only advantage is currently that there's an
extra intrinsic (ending) for characters who never die. A stamina
penalty is a good idea. I'd have to rebalance the stat training system
a bit. On the other hand, having to traipse back to the top of the
dungeon in order to escape might be a bit tedious. Maybe I could let
the player escape on any up-stairs, providing the unique on the level
above was dead.
> pixies make life hell there... Is there any particular stat that
> helps resist spells?
Currently it's just based on your highest stat. Probably a bit unfair
on cross-class characters. I should make it total of main stats or
just decide on one.
-flend
OK, I've put up v1.04e on flend.net which has a changed missile AI.
The monsters now require field of vision to fire or use special
abilities. This does mean that you can use walls to hide and draw out
missile troops. They are also probably slightly poorer at getting out
of close quarters conditions, which you can use to your advantage.
I've also included a few other small fixes. I couldn't replicate the
problems with vision decreasing after eating a berry in the last
dungeon, so I think the v1.03 fix worked.
See what you think,
-flend
I like my roguelikes hard :P I may have to force upon myself a no
dying restriction when playing this in future. Easily attainable, to
be frank, it's just there's no real in-game bonus to it.
> > ( Maybe there should be a bigger penalty for dying in a dungeon, like
> > having severely reduced stamina? Or at least some bonus for getting
> > out alive. It seems silly that the game encourages you to fight to
> > your very last breath so you can get every possible stat increase.
>
> I like this idea. The only advantage is currently that there's an
> extra intrinsic (ending) for characters who never die. A stamina
> penalty is a good idea. I'd have to rebalance the stat training system
> a bit. On the other hand, having to traipse back to the top of the
> dungeon in order to escape might be a bit tedious. Maybe I could let
> the player escape on any up-stairs, providing the unique on the level
> above was dead.
I don't think the stat system would need much rebalancing for a
stamina loss from death. It would mean having to rest up more instead
of being able to train - essentially a stat-penalty overall. Perhaps
though more stamina could be restored if stamina is already at a low
level to help characters recover a little faster.
As for the up-stairs escape, it's not hugely needed, though I suppose
it could be nice. Anyone with the basics of magic won't need it, and
in my own adventures I never found it too much of a nuisance to
clamber up 3 levels anyway. The dungeons are so short it's fairly
trivial.
> > pixies make life hell there... Is there any particular stat that
> > helps resist spells?
>
> Currently it's just based on your highest stat. Probably a bit unfair
> on cross-class characters. I should make it total of main stats or
> just decide on one.
Hmm, that does explain a little. My cross-classer had insane trouble
in the forest and the last dungeon. Ah well, guess I shall have to do
better at pumping stats higher in future.
--
Darren Grey
> Incidentally, just for kicks, here are some of the possible endings,
> graded by difficulty, so you can see how well you're doing:
>
> Difficulty 1: Father's girl
> Difficulty 2: Sorcerer, Socialite, Warrior
> Difficulty 3: Great General, Social Goddess, Arch mage
> Difficulty 4: 3 cross-class endings [my personal favourites]
> Difficulty 5: Ultimate ending
Just decided to try a combat girl once more, but with the restriction
of self-enforced permadeath and insisting on completing the first
dungeon in January. The thought of permadeath made it a lot more fun,
but once I got past the first area it was all fairly straightforward.
Got Great General ending and Survivor/Magicphobe statuses - ended up
with combat 179! Cleared 6 of 7 dungeons. Told ya this game was too
easy... ;)
I'm disappointed I didn't clear the demon dungeon though; only managed
to kill one of the guardians there before running low on health, and
my second foray in got dicey exploring the fourth level so I had to
retreat. I'm still wondering if I should've worn the glove instead of
the metal armour... I'm also very curious to see what other artifacts
are in there - the orb of infinity I recovered was of no use to me,
but obviously sounds quite tantalising... I can definitely take this
dungeon down next time. I can shave off two or three months from
earlier dungeons to give myself plenty of time to conquer it. Doing
so with charm or magic seems a lot more tricky though.
--
Darren Grey