kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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on:
2011-03-31 07:49:20 » |
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Main site: http://www.legendsofyore.comApplet: http://www.legendsofyore.com/game.htmlAndroid: http://www.legendsofyore.com/android.htmliPhone: http://www.legendsofyore.com/iphone.htmlThis is the main project I'm working on at the moment. It uses Oryx's wonderful Lofi graphics again. It's intended to give the rogue-like experience but without all the button pressing. It's entirely mouse based and tries to do the logical thing when asked.  It's still quite early on but you can adventure round, killing monsters, leveling up and getting items. There is also a surprise or two along the way. You've got options on who to play and how to develop the characters, hopefully its a bit fun if not massively yet. You start out in town at the moment but can't do much there, best to get straight on into the dungeon delving. Town portal spells exist so you can always get back if needs be. The game is loosely based on Diablo game play so expect to see some more ideas stolen as it develops.  I'd be interested in any feedback at the moment, but specifically towards UI and interface. The game is intended to play very quickly letting you get as much adventuring done on the bus as possible. Any sort of crashes etc would be appreciated.  There's a lot of info on the website, but not linked yet is the rules document. You can find that at: http://www.legendsofyore.com/rules.htmlFor those of you more into roleplaying this sorta outlines how the game plays, it's going to be updated with a couple of new features next but any feedback directly on the rule set would also be most welcome. I've also got a game play guide to write so hopefully there will be help available for those who can't work out how to use the current interface. Thanks to anyone that has a go and for any feedback, Kev
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Azulon
JGO n00b  Posts: 13 Medals: 1
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Reply #1 on:
2011-03-31 08:43:21 » |
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Fun so far. Been playing it for a little. Game crashed after I was killed by a snake. Although I reloaded my saved game and it was fine than. I like the way you attack monster's. I really enjoy this game a lot actually.
Edit: Another thing I found out is if you enter a room with two monster's and you attack the monster in front of you when your in the door, it kill's the other monster next to it some how. Doesn't happen all the time though.
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #2 on:
2011-03-31 08:46:05 » |
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Thanks for testing! Did you happen to get a stack trace from the java console for the crash?
Kev
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Games published by our own members! Go get 'em!
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Azulon
JGO n00b  Posts: 13 Medals: 1
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Reply #3 on:
2011-03-31 08:48:25 » |
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Exception in thread "Thread-12" java.lang.RuntimeException: Attempt to set location before actor is on map! at org.newdawn.touchquest.data.common.Actor.removeFromMap(Actor.java:451) at org.newdawn.touchquest.data.map.Map.removeActor(Map.java:442) at org.newdawn.touchquest.data.map.Map.checkForDeadActors(Map.java:715) at org.newdawn.touchquest.data.Model.update(Model.java:97) at org.newdawn.touchquest.game.DungeonTab.logic(DungeonTab.java:52) at org.newdawn.touchquest.game.TouchQuest.logic(TouchQuest.java:99) at org.newdawn.touchquest.game.TouchQuest.update(TouchQuest.java:87) at org.newdawn.touchapi.applet.TouchApplet.gameLoop(TouchApplet.java:134) at org.newdawn.touchapi.applet.TouchApplet.access$200(TouchApplet.java:38) at org.newdawn.touchapi.applet.TouchApplet$1.run(TouchApplet.java:74)
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #4 on:
2011-03-31 08:51:36 » |
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Thats fantastic, thank you!
Kev
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Azulon
JGO n00b  Posts: 13 Medals: 1
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Reply #5 on:
2011-03-31 08:54:52 » |
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No problem! Glad I could help!
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teletubo
« League of Dukes » Sr. Member      Posts: 464 Medals: 17
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Reply #6 on:
2011-03-31 08:58:02 » |
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I played around a little but now my boss arrived so I can't keep playing  From what I've seen it's quite ... roguelikey ! I think the controls work nice (at least with a mouse) but I don't know about the precision on handheld devices . Maybe it will be a bit frustrating for the large-fingered people , but maybe I'm being a little pessimistic here . Are you using your Dungeon Generator ? I am myself working on a sort of rogue like and will soon start using it ! How do you handle saved games without signing the applet ? cookies ? All in all, good work, as always !
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #7 on:
2011-03-31 09:01:00 » |
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Cookies to save, and yes dungeon generator code is very similar - though it's been improved a bit recently.
Re: Touch screen devices - the game actually attempts to guess which square you meant when you touch - so if your fingers are a little fat it should help you out a bit at least. I play it on phone and tablet and it's pretty comfy.
Kev
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quixote_arg
Jr. Member   Posts: 61
Jengibre
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Reply #8 on:
2011-03-31 10:22:39 » |
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Are you using xmlvm to cross compile?
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #9 on:
2011-03-31 10:34:00 » |
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Yep, my 3 games at the moment (and another one I'm just starting) are using XMLVM to build the java into iphone land. Slightly different api I used compared to last time - smaller and more automatic.
Kev
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Games published by our own members! Go get 'em!
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zlandorf
JGO n00b  Posts: 49 Medals: 1
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Reply #10 on:
2011-03-31 16:55:06 » |
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 There was a snake and an oger, and at one point boom, that wierd square poped up. Is it normal ? Doesn't really seem normal edit: cool game otherwise 
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #11 on:
2011-03-31 17:51:36 » |
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Believe it or not, it is normal - just a graphics screw up, thanks for the report!  Just uploading the fix, what should happen is the walls collapse and leave rubble on the floor (the ogre smashes through walls to get to you  ) Kev
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ItGoesSo
JGO n00b  Posts: 4
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Reply #12 on:
2011-03-31 23:18:56 » |
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Don't know what you've changed since this morning, but two comments from when I tried it twelve hours ago:
1) Can you put a marker on your map when you discover where the stairs down is?
2) 'Level' bar on the left compares your TNL (Till next level) against your total exp against your instead of only showing the percentage of your TNL. Meaning once you hit level 2 (and every level after that) the bar goes to 100% and then resets again at 50%.
Looks great though, love your site. cokeandcode was the site that gave me the drive to start relearning java with game programming in mind. (Followed a tutorial link to cokeandcode off of gamedev.net and ultimately found JGO due to it)
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halfwitgoat
Jr. Member   Posts: 62
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Reply #13 on:
2011-04-01 07:59:12 » |
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Got to level 3 before dying. Then I noticed that when you were dead you could still use potions to regain health. And when I tried to fight something or move I got a similar crash to Azulon: 1 2 3 4 5 6 7 8
| Exception in thread "Thread-12" java.lang.NullPointerException at org.newdawn.touchquest.data.common.Actor.setTarget(Actor.java:144) at org.newdawn.touchquest.game.DungeonTab.processTileClick(DungeonTab.java:206) at org.newdawn.touchquest.game.DungeonTab.mousePressed(DungeonTab.java:193) at org.newdawn.touchquest.game.TouchQuest.mouseUp(TouchQuest.java:211) at org.newdawn.touchapi.applet.TouchApplet.gameLoop(TouchApplet.java:125) at org.newdawn.touchapi.applet.TouchApplet.access$200(TouchApplet.java:38) at org.newdawn.touchapi.applet.TouchApplet$1.run(TouchApplet.java:74) |
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captainsoft
JGO n00b  Posts: 4
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Reply #14 on:
2011-04-03 07:35:21 » |
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Tried the game, found no bugs (made it to level three or four), and enjoyed it much . I especially like the balanced design for a rather small game like this: just start playing with no long set of complicated rules but an intuitive controlling. Keeps the frustration level low at the beginning. If you go on an evolve it, i would let other items that apples and weapons introduce step by step as you go further down the dungeon.
Also very clean programming i think.
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Mickelukas
JGO Ninja    Posts: 731 Medals: 25
Java guru wanabee
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Reply #15 on:
2011-04-03 08:57:36 » |
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(Went on to lvl 6) GUI was fine and intuitive The game was way too easy but I guess that's the point for now for testing Once going down 6-7 ish levels I got teleported back to town when going down a stairs and then every time I went down I came to the first level and every time I completed the first level I came back to town. I tried dying and that's bugged (bag got filled with swords, could heal myself and kill the one who had attacked me) I guess you know where you're going with this but making it a bit harder and adding content to the stores and so on will make it quite nice. Oh, and I liked the miniboss, looked neat  Mike
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Mads
JGO Ninja    Posts: 674 Medals: 16
Directly directional
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Reply #16 on:
2011-04-03 13:02:34 » |
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I used to play this a lot with a friend of mine. It is great fun, but we got a little stuck with the amount of content available at the time, and the fact that saving would make your items disappear
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #17 on:
2011-04-04 10:20:40 » |
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Still working here, built a little tool to make content addition easier:  Kev
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dishmoth
JGO Ninja    Posts: 517 Medals: 19
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Reply #18 on:
2011-04-04 15:24:17 » |
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Looks to be shaping-up nicely. Some comments on the user interface (having played the applet version of the game): - I didn't find the buttons at the start of the game intuitive (warrior, archer, etc.). I stared at them for a couple a seconds before realising that I was probably supposed to click one. Maybe if their borders flashed in turn (or something) it would be more obvious that they're waiting to get clicked.
- The "skip turn" button still works when on the inventory/map/etc. Is there a reason for it to appear at all on those screens?
- How about highlighting the destination tile (or target monster) while the player is walking there? Given the blockiness of the scrolling, that might make it easier for my poor eyes to track what's going on.
- I'm sure that providing some more visual feedback when a monster dies is on your to-do list. My vote goes for it moving up the list a little.
- One way you could maybe speed the game up a bit: allow the player to click on a room on the map to walk straight there (monsters allowing).
Simon
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Roquen
JGO Strike Force    Posts: 827 Medals: 25
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Reply #19 on:
2011-04-05 10:35:06 » |
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How about having the "path" that will be followed being displayed while moving the mouse?
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princec
« League of Dukes » JGO Kernel      Posts: 8089 Medals: 95
Eh? Who? What? ... Me?
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Reply #20 on:
2011-04-05 10:46:47 » |
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Yes, I think that'd be a good feature to have. Handy for finger-dragging too. Cas 
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dishmoth
JGO Ninja    Posts: 517 Medals: 19
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Reply #21 on:
2011-04-05 14:29:48 » |
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The game is intended to play very quickly letting you get as much adventuring done on the bus as possible. Random idea: If you want to make the game fast-paced, how about imposing a time limit? After three-minutes the dungeon starts to de-materialize, and it's Game Over if the player isn't out of it (back to the entrance, found another exit, used a teleport spell) when it goes. That way the player has to make a choice whether to fight a monster or run past it, whether to wade through a group of monsters or to clear them with a fireball spell. It would stop boring players like me from plodding from room to room, methodically killing all monsters, and hoovering up every last bit of treasure.  Simon
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princec
« League of Dukes » JGO Kernel      Posts: 8089 Medals: 95
Eh? Who? What? ... Me?
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Reply #22 on:
2011-04-05 15:46:44 » |
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Gah no! Just make it stop/resume nicely  I like epics, in 2 minute chunks! Cas 
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #23 on:
2011-04-06 05:44:35 » |
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Thanks for all the feedback guys, I'm just getting on to it all now.
Kev
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Apo
Full Member   Posts: 172 Medals: 1
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Reply #24 on:
2011-04-07 15:58:25 » |
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Nice game. I've tried the applet and had no bugs. Now my wishes: more content, more weapons, more enemies etc ... 
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #25 on:
2011-04-08 07:06:14 » |
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Been a bit out of action for a few days but I'm managed to update the RPG rules document: http://www.legendsofyore.com/rules.htmlAnd handled death correctly:  Kev
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #26 on:
2011-04-09 06:24:41 » |
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Due to the feedback I've changed the character selection screen:  and shops are now working too:  New build soon, honest  Kev
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #27 on:
2011-04-09 08:15:26 » |
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New release uploaded, build 146. Lots of updates but the changes that I've tracked:
9/4/2011
- Rage and Zen for warriors and achers - Rage goes up as more hits are made - Zen goes up as you stand still - Shops working
8/4/2011
- Handle death correctly - Update Rules document - Can you put a marker on your map when you discover where the stairs down is? - Disable skip turn in mini-map etc. Only needed on main screen - Experience bar should til next level rather than % of total - Better more interactive title screen - Make buttons for character type selection more obvious - Details on character type when selecting them - Items only present for certain characters - Fix rotation of snakes bug on iOS/Android - Scroll or view around mode (by holding character and dragging)
I've tried to applied the feedback I've received and added a bunch of additional features. This isn't a content update yet, thats next on the list - along with making the dungeons more feature rich.
I'd welcome any feedback.
Kev
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CommanderKeith
JGO Wizard     Posts: 1455 Medals: 9
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Reply #28 on:
2011-04-09 10:37:32 » |
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This game rocks, lovely feel and look. I used the applet version.
Path finding is great too. I just wish I could just hold the mouse down instead of having to click all the time.
Once I went down to the dungeon I couldn't get out, it just said that I was a coward lol.
Just downloaded it onto my android phone. Works sweet! I've got to try it on my friends iphone. The archers arrows sometimes go further than the enemy and thru walls.
Fantastic work, really amazing the way it runs on all these devices and looks great too.
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kevglass
« League of Dukes » JGO Kernel      Posts: 5214 Medals: 49
Mentally unstable, best avoided.
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Reply #29 on:
2011-04-09 10:56:02 » |
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Path finding - check, I'll look at making it work with drag too.
To get out of the dungeon you need to use "Town Portal" spells.
Thanks for the feedback. Thinking I'm going to stick the beta on market to make it easier to get updates.
Kev
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