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Old November 20, 2014, 10:44   #11
Nick
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Quote:
Originally Posted by Antoine View Post
It was a proof-of-concept game called Guild.
Guild! I knew quest sounded wrong.
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Old November 21, 2014, 08:42   #12
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In other not-roguelikes for reference, the SSI Goldbox series could be good to look at. You explored the (ultimately) 2D tilebased environments as one unit, but combat comprised of up to half a dozen player-controller characters, taking turns.
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Old December 12, 2014, 01:45   #13
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Yay, Antoine, Guild feels so innovative *and* complete at the same time. Also, many aspects of your game are strikingly similar as in my experimental party roguelike(s). I just released new versions of LambdaHack (fantasy, Nethack-like UI, this repo also holds the actual engine):

https://github.com/LambdaHack/Lambda...tag/v0.4.100.0

and Allure of the Stars (sci-fi, Angband-like UI):

https://github.com/AllureOfTheStars/...tag/v0.4.100.0

I prefer when the non-leader party members stay still (and only retaliate in melee). This is mind-bogglingly tiresome for somebody that doesn't run all the time, but walks step by step. I see in Guild you let all party members walk, but you don't enable running (or not prominently enough for me to spot). This is exactly the choice of the author of Space Privateers, yet another game based on the same engine (his game is not yet updated to the v0.4.100.0 engine version, and I don't think he has Windows binaries yet):

https://github.com/tuturto/space-privateers

OTOH, I see that what bogs me down most in Guild, at least at the start of the gameplay and without practice (just stumbled on it) is equipment management. I wonder if it's as cumbersome in Allure and LambdaHack. I tried to set up sane defaults and automatize most item management, but then there is a lot of items and large inventories and defaults can backfire if you go against them.

Any feedback is sincerely welcome. The games are in development and especially party management and team combat require a lot more thought (e.g., now it's possible to make a tank character via shield items, but other actors can't lob missiles over the tank, so it's actually usually better to try to surround an enemy, or establish a frontline against many enemies and then specialization is not beneficial).
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Old December 12, 2014, 01:49   #14
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It occurs to me that Bionic Dues might technically qualify as a party-based roguelike. You only have one character "out" at a time, though, and switching between characters costs a turn.

Bionic Dues is also not free, and while interesting, it definitely has flaws -- chiefly that each party member has waaaaay too many equipment slots, which, combined with a Diablo-style approach to loot, makes selecting equipment a rather onerous process. I mean, I enjoyed my playthrough of it. I just don't feel much impetus to play it again.
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Old December 12, 2014, 04:16   #15
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Quote:
Originally Posted by Bandobras View Post
Yay, Antoine, Guild feels so innovative *and* complete at the same time. Also, many aspects of your game are strikingly similar as in my experimental party roguelike(s). I just released new versions of LambdaHack (fantasy, Nethack-like UI, this repo also holds the actual engine):

https://github.com/LambdaHack/Lambda...tag/v0.4.100.0

and Allure of the Stars (sci-fi, Angband-like UI):

https://github.com/AllureOfTheStars/...tag/v0.4.100.0

I prefer when the non-leader party members stay still (and only retaliate in melee). This is mind-bogglingly tiresome for somebody that doesn't run all the time, but walks step by step. I see in Guild you let all party members walk, but you don't enable running (or not prominently enough for me to spot). This is exactly the choice of the author of Space Privateers, yet another game based on the same engine (his game is not yet updated to the v0.4.100.0 engine version, and I don't think he has Windows binaries yet):

https://github.com/tuturto/space-privateers

OTOH, I see that what bogs me down most in Guild, at least at the start of the gameplay and without practice (just stumbled on it) is equipment management. I wonder if it's as cumbersome in Allure and LambdaHack. I tried to set up sane defaults and automatize most item management, but then there is a lot of items and large inventories and defaults can backfire if you go against them.

Any feedback is sincerely welcome. The games are in development and especially party management and team combat require a lot more thought (e.g., now it's possible to make a tank character via shield items, but other actors can't lob missiles over the tank, so it's actually usually better to try to surround an enemy, or establish a frontline against many enemies and then specialization is not beneficial).
I tried running both of them, Win7, 64-bit. And I get an immediate system error "... can't start because libatk-1.0-0.dll is missing"

Where do I get that?
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Old December 12, 2014, 07:54   #16
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Quote:
Originally Posted by mrrstark View Post
I tried running both of them, Win7, 64-bit. And I get an immediate system error "... can't start because libatk-1.0-0.dll is missing"

Where do I get that?
From the address at the end this subsection:

https://github.com/LambdaHack/Lambda...inary-archives

Please do ask if anything else fails and have fun.

Edit: I've now added this info to release notes.

Last edited by Bandobras; December 12, 2014 at 08:04.
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Old December 12, 2014, 08:26   #17
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Glad you got some mileage out of Guild.

Yes, equipment management can be tiresome. But an important part of gameplay I think.

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Old December 14, 2014, 08:51   #18
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Yes, equipment management can be tiresome. But an important part of gameplay I think.
Now that I figured out I can't sell anything, it's not that bad. Still, having to confirm I want to get all coins from all (most) corpses is a bit tiresome. Coins only in .1 of them would already help.

I've killed everything on thd 5th level of the easier cave. Fun. The special rooms are great, e.g., the room full of corpses with a carrion crawler inside than prompty demonstrated how it managed to amass so many victims.

Now, don't tell me I need to slog upward to town via all the 4 lower levels again. Didn't already UnAngband teach us that a prospect of a secret passage straight to the top at the end of a dungeon branch can lure the most prudent of near-dead players into diving even deeper? Specifically it lured me down there right now, but now I'm at a loss.
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Old December 16, 2014, 14:06   #19
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The mountain you are looking to climb is probably possible to assail from Labyrinths & Legends---started way back on the Sharp X68000~

http://lnl.sourceforge.jp/en/
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Old December 16, 2014, 19:28   #20
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The mountain you are looking to climb is probably possible to assail from Labyrinths & Legends---started way back on the Sharp X68000~

http://lnl.sourceforge.jp/en/
That is an ancient and steep mountain indeed. Actually, two-character-wide tiles make perfect sense, why didn't I think about it first. Now, how do I actually move, preferably with a keypad...
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