Added: 4 years ago
From: kvxoml
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  • i can't wait untill this comes out :) I allready spend some time looking at the library.. interresting

  • Nope, no demo yet. Sorry. You can check pet projects "arena" and "pyromancer" that are released, but tcod is not ready for release yet...

  • This looks awesome, is there a demo out and if so where can I get it?

  • This looks spectacular; you're really pushing the limit of what can be achieved with ASCII!

  • Looks freaking amazing, and the sense of atmosphere with those cloud effects is flawless.

    Realtime is not a mistake, as long as you can make it fun.

  • . _ . iiiiii dont get it...

  • if you make this realtime NOBODY IS GOING TO PLAY IT. seriously. it's a major problem with the Doryen Arena demo

  • I acknowledge it's a problem I have to fix. But not by going back to turn by turn. There are good real time video games, so why wouldn't it be possible in text-mode too ?

  • Because the whole crux of the roguelike style, the way these games are built and designed, right down to their very essence is about strategic, turn based play.

    In the Arena demo, the player has literally no time to stop and think about the possible strategies or options available to him / her. It's just a frantic button mash, trying to make sense of all the bars and meters that are flashing away mindlessly.

  • Indeed, it might not be considered as a roguelike, as stated on the home page. Think of it as a text-mode rpg.

    While a real-time game will never be as strategic as a turn-by-turn one, we decently cannot say that there is no strategy in guild wars fights for example.

    It's far from being the case currently in arena, but arena's only goal is to have a small prototype to work on this issue, so expect to see new releases that will hopefully put more sense in all those mindlessly flashing bars :)

  • Just because a game is ASCII doesn't mean it's a roguelike.

    If you want to say it's not a roguelike because it's realtime, fine, and I'd tend to agree.

    But quit complaining about it being realtime.

  • It's just so depressing to see such an excellent, beautiful engine with all these neat touches that definitely represent the next step in roguelike development thrown down the drain by a cheap, arcadey gameplay mechanic that completely undoes all the excellent work that has been put into this so far.

    I tell you now, people are not going to want to play this unless it's turn based.

  • I'm releasing the engine through libtcod so that other people can use it in a more conventional way. If you want beautiful, next-gen turn-by-turn roguelike, check Umbrarum Regnum

  • Download the library and make your own instead of complaining, then.

  • That looks cool

  • This looks really good, man!

    Just showing my support, letting you know your efforts will not go unknown. :]

  • I cannot put forward a date. I hope there will be a first release with a bare-bones gameplay before the end of the year 2008.

    Stealth is planed, but it may not be in the first release as it will only feature melee fights and stealth is highly dependent on ranged weapons.

    Digging and climbing are not planed.

    The world is persistent as long as your character lives. When you start a new game, a new world is generated.

  • Nope, it's a hobgoblin :P

  • How far along are you in it? Will there be things like stealth at night or multiple actions, such as digging, climbing, and the like? Will the world be persistent as well?

  • And of course, he gets killed by a rat.

  • Can't wait to play this. Also, Arena rocks!

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