Hey, thanks for sharing and the kind words. I've never played Cataclysm:DDA, but I've heard very good things about it.
I know you guys did a crowdfunding campaign too. If you could give me any hints that would be great, especially on promotion, since I completely suck at it 🙂
Cheers,
Michal
This is my first try, it should still get better:
I think so too, welcome to the forum 🙂
Hmm, the Halibut guy is probably out of my league 😛
Got some nice press coverage in the last few days:
http://www.rockpapershotgun.com/2014/04/14/spike-the-earth-keeperrl-alpha/
http://www.indieretronews.com/2014/04/keeperrl-dungeon-keeper-and-dwarf.html
http://rootgamer.com/10772/news/keeperrl-v1-0-indiegogo
http://geekerskeep.com/2014/04/12/keeperrl-v1-0/
http://www.gamingonlinux.com/articles/keeperrl-an-open-source-mix-dungeon-keeper-and-dwarf-fortress-of-needs-indiegogo-love.3457/
Ok, the debuffing trap kind looks pretty good. That's partly what the terror trap does. I was thinking about an insanity trap that makes NPCs attack their own friends, and the player would hallucinate.
Immobilization traps have the problem that you could easily block off an entire army in a narrow corridor. Unless your friends can unlock you, in which case it gets a bit complicated and not very useful.
Do you guys have any favorite bloggers or editors that write about this kind of games? If you do let me know, so I can email them and we can get more coverage for the campaign.
Awesome, be ready to enjoy it much more in the future 🙂
Hex Trap – debuffs the individual, common in many roguelikes
Buff Trap – similar to hex trap
Debuff Trap – removes all buffs
Sorry, what is this debuffing?
Trap door – spring you up or drop you down a level
Why not, once there are additional levels. You would always place over water though.
Cage trap – allows you to use the victim as a prisoner
Yeah, but how would it work with a player adventurer? Instant game over?
You can keep adding dozens of trap types but at some point you have to cut it down the only the ones that are conducive of the type of gameplay you want.
That's the point, I don't want to add gimmicks, but meaningful gameplay, and they have to work well both for AI enemies and the player attacking.
I will pick the elements (there are many) such that it's not too shiny. But I really need something better looking if only to please my eye when I'm developing 🙂
You are awesome :). Please let me know if there is any specific feedback on these French forums, like bug reports. I don't speak French unfortunately.
This is the first thread I made about KeeperRL on roguetemple:
http://forums.roguetemple.com/index.php?topic=3466.0
And one on a Polish forum:
http://www.rogalikator.pl/forum/forum24/topic2938.html
Yes, some stealing monsters have long been on the list. I have sentiment to the nymphs in Nethack 🙂
A trap that messes with the heroes equipment (but not just degradation) would also be cool, need to think about it.
Hi, just use 0.0.5 for alpha5 and so on.
For now I've added a stable branch to git for the latest alpha. Is this enough?
The problem with packaging is that the game reads everything from the current directory and there is no way around it yet. I'm not sure if the package system can handle it.
I'm looking for something that causes interesting gameplay. For example another one planned is confinement trap, which blocks all exits from the room for some time. To be used together with gas and other traps.