Great improvement over the last version, it's really fun now! My high score so far is 48082. If you're up for suggestions; I think it could use a bag system for the pieces, the falling piece shouldn't fall at the same time as the blocks rise (it makes a really nasty skipped step), and that the rising blocks should probably accelerate over time (my high score run ended because I was tired more than anything).
jtolmar
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Sorry for the slow response!
I really appreciate the detailed checking of my math on all the monster stats. I'll go through and update them whenever the 7DRL judging finishes.
Also I saw the "undefined" bug once, couldn't reproduce it, and thought I hallucinated it. I'll go fix that too after the compo.
Glad you liked it!
Griefing the spawn area with long range monsters is something I've thought of too. It's really hard to actually pull off though; the final step is dying to something near spawn, which you can't even pull off with bad play when you have a ranged monster. You'd need to bootstrap it with several successive layers of leaving more and more dangerous monsters close to spawn, so it's a ton of work. It's also easy for me to undo with admin cheats, if it ever does come up.
It does look like wizards and druids ended up worse than morcs! That's an accident. Compared to a basic ranged attack, wizards have +1 range and druids have +1 damage. But morcs also have +1 damage so, uh, whoops.
I improved the druid/wizard stats for whenever I update this, but the nature of the persistent dungeon makes it so I don't want to do updates before 7DRL is over.
Yeah, decal textures. A texture with an alpha component, designed to be blended on top of another texture.
It's possible to do by blending with a programmer-provided mask like Deep Sea Ichor Punk suggested, but an artist-provided mask (ie alpha channel) means the edges of the blend end up crisp/blurry in an artist-defined manner, which looks better.
Thanks! I made the music using beepbox.co, and the sound effects using http://github.grumdrig.com/jsfxr/.
This is a really funny concept! Finding the cutoff on GPT-2 vs its prompt is also an interesting mechanic. It might be usable for a full game, with more wiggle room or hints on how far off your guess is. Also it would've been nice if the text, especially the part of the text used for gameplay, was more proofread.
Get two points by projecting each of a wall line's end points outwards an arbitrary large distance (anything bigger than the screen) from the player's position. Get another two points by projecting a small distance (however much of the wall you want to actually see). Draw a polygon with the four points you found. Repeat for every wall. Use a solid fill color (not transparent or something) so they all look like one cohesive mass of shadow.
Congrats! I'm glad you found a prototype worth developing.
I'm not sure whether Pinball Dungeon will get all the way to release, but I am still developing it and that's my current intent. We should coordinate a bit to make sure we don't step on each other's toes. My focus for this game is on memorable experiences (and chaos) as opposed to tactical depth. I plan to do more to capitalize on the fact that it's not quite actually turn-based, play more with unique physics objects, and do more with dungeon generation and the exploration side. I'll probably be going for a cute to cute-dark art style. Target player demographic probably skewing younger.
Do you know what parts of your design you're focusing on?
Thanks!
Drawing shadows that way is actually really easy. You take a wall line and project it away from the player by a small amount (half a tile here), then project it very far away (like 100 tiles or something silly, way off screen). Take the four points you get from that and draw that trapezoid shape. Repeat for every wall.
I can't do anything, the 7DRL submission deadline is closed :-).
The score is 10000 * gold / (turns spent + damage taken). Because time is in there, fancy moves that accomplish a lot are rewarded, a little. Rewarding fancy shots more on top of that would be cool, but I think more immediate recognition would be better, maybe some sort of piety system where this sort of showboating pleases the gods.
Thanks! My previous roguelike was tough as nails, but this prevented a lot of people from seeing most of the content, so I deliberately made this one fairly easy. Give that a try if you want more of a challenge.
And yeah... it's really like shuffleboard more than anything. But the antagonist is definitely pinball based, so it gets its name there.
Snuck in a final update with a rather large amount of stuff.
The boss is more dangerous and has a new special attack.
I added some more flair to the ends of floors and the leadup to the boss.
I added an entirely new enemy type ('a').
I fixed the stealth bug. It was embarrassingly stupid in retrospect and I should've looked at it earlier.
I renamed the wizard class to "Regular Wizard." I don't know why I didn't do that in the first place.