QUOTE (Kaleta @ Sep 4 2009, 06:22 PM)

This is a very well done game. I like it a lot and I'd love it to see a normal RPG based on it, with outdoor areas, quests, bosses, shops, NPC, and so on.
I also like the Fog Of War feature and I'd like to know how is it done. I haven't yet seen any smart way how to do it, people usually just cover all the map with black blocks and test them with collision_line. Did you use any tutorial you could show me?
Btw, my most succesful character so far was Assassin, 16th place in high score. Died because the fate generated too much of ogres and skeletons at the same time.
There are 3 different types of alpha values for floors, walls and enemy objects. Zero is unseen, 0.6 is seen but blocked by line of sight (enemies have zero even you have seen them before) and 1 which is visible. The system is made using collision_line():s. The Background color is black all the time.
QUOTE (Kaleta @ Sep 4 2009, 06:22 PM)

I like this game so much, that I have to submit some constructive criticism, which might hopefully result in a better game on a similar engine.
1) how is it possible to starve to death in a dungeon full of well-fed rats, snakes and orcs? If you really want a roguelike to get inspiration from, try ADOM. Corpses there can eaten, (cooked or raw) if killed with care. (and not with gigantic explosion) Trust me, they taste like chicken. I'm sure it will be a great improvement for gameplay, nobody wants their characters dead, just because the game didn't care to generate enough of pineapples and bread (WTF?) in the barren dungeons.
I could put item drops when you kill a monster instead of random item spawn. That's a good idea.
QUOTE (Kaleta @ Sep 4 2009, 06:22 PM)

2) Ranged combat. It's a nuisance to click on a tiny item in the inventory, and then click on an enemy, over and over again. Do I have to choose the arrows or ranged spell? Can't it just be chosen once and then clicked repeatedly? Even better would be to have the distant targets chosen automatically. (with a possibility of switching between them) Firing then would be on keyboard...
For now, I just choose meelee combat characters, because firing manually is too annoying.
There is a hotkey for shooting arrows and casting spells there. Put cursor over an icon and you will see it. Automatic targetting was on the todo list but I didn't put it there because I thought hotkeys are enough easy to use.
QUOTE (Kaleta @ Sep 4 2009, 06:22 PM)

3) Unidentifiable heaps of items. Amulets, staves, potions... No description, really? I don't believe that a normal, readable description of items is something that ruins gameplay. There may be scrolls of identification, or the items will identify themselves after use, or something like that. Just something. I already don't remember which one is poisonous, if light cyan or blue potion.
I didn't want to make a generic rpg stat system for items because It would be more interesting to find out new things when you play the game again and again. +2 str/dex/whatever and prompt descriptions are boring and I wanted to try something else.
QUOTE (Kaleta @ Sep 4 2009, 06:22 PM)

4) More music, if possible.
Easy to implement.
QUOTE (Kaleta @ Sep 4 2009, 06:22 PM)

5) I don't believe in good old times when saving a game into multiple slots almost any time I want would make the player less of a man, or woman. (for a non-score-based game, of course) I also don't believe in necessity of extremely bad graphics and tiny resolution. (someone here suggested going 8-bit, noooo!) 16x16 with colors is survivable, but anything less has negative effect on gameplay. An old-school game doesn't have to be a clunky game. Look at
Eschalon, it's so much old-school, but has a nice, real graphics and the interface is not clunky. We should take from the past only the good things. Who doesn't learn from the history, must repeat it, this is why there is so much of ugly 4-colored games, I guess.
I'm a bad spriter. My 16x16 sprites would be more horrible than 8x8. I can convert the current engine to use 16x16 tiles instead of 8x8 tiles pretty easily.
Thanks for comments. I started to make a sequel but I still need more inspiration and more ideas.