The source code and binaries (my gratitude to jab for compiling the
linux binaries) are available here:
http://code.google.com/p/dungeonminder/
Things that I have noticed after a few plays:
- The game is hard! I can usually get up to level 3 consistently, but
after that it requires a lot of skill and a lot of luck.
- Your hero getting trapped and being unable to move is the best
thing that can happen to you
- The Rage spell is only useful in a few circumstances, and is best
used on fast monsters, I think
I like the idea of this, and it seems to work well. As you say, it is hard.
I haven't made it off the first level. :)
--
Rick Clark
Clark Productions: http://rickclark58.googlepages.com/
Other than that however, it looks pretty good. Might be a little too
hard, but that's for later. I hope you keep working on it.
- John H.
I appreciate the feedback. The game is certainly on the hard side.
Recently I came very close to beating it myself. I don't think I will
keep working on it, however, as it is the idea of 7drls to be short
projects that get definitively released and then left alone. Even the
simple bugfix that I released is pushing it, I think.
(I have released the game under an open source license, though, so I
would have no problem if anyone used most/all of my code to work on a
new project)
On the idea of leaving it alone now that 7DRL is finished, ***I could
not disagree more***. A game is remembered ultimately solely due to
its qualities as a game. People do not play them because they won
some arbitrary programming challenge, they play them because they are
fun, and this one, truthfully, is fun. It could be even more fun. At
this point, no one else will improve it if you don't. And because
truly inventive designers will hesitate before copying someone else's
work, this rich ideaspace will probably go unmined unless you are the
one to mine it.
The version that existed at the end of 7DRL will always stand as a
measure of your programming speed and skill, but when it is done, you
should not consider yourself "bound" by it in any way. Do what you
want with your own creations. There are no 7DRL police--at least, not
to my knowledge.
- John H.
SNIP
> The version that existed at the end of 7DRL will always stand as a
> measure of your programming speed and skill, but when it is done, you
> should not consider yourself "bound" by it in any way. Do what you
> want with your own creations. There are no 7DRL police--at least, not
> to my knowledge.
Yeah. That! :)
--
Slashie
http://slashie.net
As such, feel free to use this thread as a place to leave your
feedback about the game, as well as links to any reviews that you find
on rgrm or the web. I probably won't be able to do any work on this
for maybe a few weeks, so the more feedback I get until then, the
better. I already have a few ideas:
- Bug: A hero that is charging towards an enemy across the map will
not notice and fight fast enemies savaging him from behind.
- Bug: Sometimes the hero's path is blocked by an earthquake, making
the hero appear to stand still and do nothing. There should be some
indication of the problem. Maybe the hero will move randomly or try to
find the path with the least blockages.
- Bug: When a pacified hero pathfinds around a monster, the monster
is considered as visibly solid, blocking fov past the monster.
- UI improvement: Indicate the functions of <TAB>, <M> and maybe
<ESC> somewhere on the screen
- Feature improvement: More levels, with a shallower difficulty
increase per level. Maybe different level design for some.
Just in case you didn't see my review for the 7DRLPC thread on rgrm:
http://groups.google.com/group/rec.games.roguelike.misc/browse_thread/thread/fc53f5681347a9dd?hl=en
I'm also voting for continued development.