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Cryptrover 7drl released

 
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 1) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Cryptrover 7drl released
Archived from groups: rec>games>roguelike>announce, others (more info?)

IMPORTANT: Make sure Num Lock is on.

You are an archaeologist trapped in an underground crypt with a
limited supply of air. You must survive long enough to reach the
crypt's exit.

Be too rash - and the arachnids will nibble you to death. Be too wary
- and your air supply will run out.

Luckily, the ancients have left behind med packs and air cans in the
crypt - use them wisely!


Homepage:
http://code.google.com/p/cryptrover/


Downloads:
http://code.google.com/p/cryptrover/downloads/list
or directly from subversion:
svn checkout http://cryptrover.googlecode.com/svn/trunk/ cryptrover


Screenshots:
http://code.google.com/p/cryptrover/wiki/Screenshots

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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 2) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>misc (more info?)

On Feb 2, 7:16 pm, Ido Yehieli <Ido.Yehi....DeleteThis@gmail.com> wrote:
> Downloads:http://code.google.com/p/cryptrover/downloads/list
> or directly from subversion:
> svn checkouthttp://cryptrover.googlecode.com/svn/trunk/cryptrover

I forgot to mention that you can get the most current windows binary
from:
http://cryptrover.googlecode.com/svn/trunk/cr.exe

It intruduces a couple of minor fixes to the 7drl version in the
downloads section.

I would really appreciate bug reports, balance/features suggestions
and any other comments you may have.

-Ido.

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Nate879

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Since: Nov 26, 2007
Posts: 9



(Msg. 3) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Here's two small bugs:
Pressing keys that the game doesn't recognize will still use a turn
(and some of your air!)
When you kill an arachnid, you move onto the square where it was
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Nate879

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Since: Nov 26, 2007
Posts: 9



(Msg. 4) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
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I found a crash bug: sometimes arachnids move on top of you, and then
the game crashes.

I don't know exactly why they move on top of you, but I had just moved
onto a powerup or a staircase.
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Nate879

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Since: Nov 26, 2007
Posts: 9



(Msg. 5) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
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The biggest thing that needs balancing is that 5+ arachnids can be
generated when you go up a staircase. You have no chance against that.
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 6) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
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On Feb 3, 2:04 am, Nate879 <n... RemoveThis @clockwatch.info> wrote:
> The biggest thing that needs balancing is that 5+ arachnids can be
> generated when you go up a staircase. You have no chance against that.

Thanks a lot for the input Nate!
I will work on the first two issues you have raised and will try to
recreate the bug you have encountered.

Could it be that the arachnids moved on you because they have just
killed you? Remember that in the current version when you kill an
enemy you move into its square - that apply to the arachnids as well.
The next question would then be whether the game have crashed or
exited because of the player's death.

-Ido.
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Nate879

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Since: Nov 26, 2007
Posts: 9



(Msg. 7) Posted: Sat Feb 02, 2008 6:16 pm
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Could it be that the arachnids moved on you because they have just
> killed you? Remember that in the current version when you kill an
> enemy you move into its square - that apply to the arachnids as well.
> The next question would then be whether the game have crashed or
> exited because of the player's death.
>
> -Ido.

I could have been killed by them. I was surrounded by 4-5 of them,
and they do a lot of damage in numbers. I might have pressed a key
that exited when I died.
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conkstah

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Since: Feb 02, 2008
Posts: 8



(Msg. 8) Posted: Sun Feb 03, 2008 12:07 am
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
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I liked this game. Two things I'd mention -
1: Air seems a much greater problem, to me at least, than HP. Perhaps
make arachnids do more damage, or be harder to kill?
2: An odd request but... Thought about music? The theme from Attack/
Revenge of the Mutant Camels would be awesome (particularly a funky
remix). It's available here http://gh.ffshrine.org/midis/33/137/3
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Ido Yehieli

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Since: Nov 29, 2007
Posts: 75



(Msg. 9) Posted: Sun Feb 03, 2008 1:36 am
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
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On Feb 3, 9:07 am, conks... RemoveThis @gmail.com wrote:
> I liked this game. Two things I'd mention -
> 1: Air seems a much greater problem, to me at least, than HP. Perhaps
> make arachnids do more damage, or be harder to kill?
> 2: An odd request but... Thought about music? The theme from Attack/
> Revenge of the Mutant Camels would be awesome (particularly a funky
> remix). It's available herehttp://gh.ffshrine.org/midis/33/137/3

Hi!

1. Previous testing (I adimitly did very little play testing in my
rush to release a game after 7 days of development) it turned out the
game was too easy. In my zeal I have slashed hp by 1/6 and air by
almost 1/4 - since it seemed air was not an issue at all. I might have
overdone it and will continue to tweak the game until it is balanced
and both attributes are similarly important. My current thought is to
add a few more enemies per level, or maybe further reduce the player's
hp (same as making the arachnids do more damage).

2. That is a good idea - and with sdl possibly even not too difficult
to implement. *However* I didn't see anything on that site that
suggest the music is public domain or licensed under Creative Commons
or a similar license. I can't just grab people's music off the web
and distribute it with my game...

Thanks for your input,
Ido.
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Nate879

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Since: Nov 26, 2007
Posts: 9



(Msg. 10) Posted: Sun Feb 03, 2008 9:08 am
Post subject: Re: Cryptrover 7drl released [Login to view extended thread Info.]
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I find that HP is a bigger problem, but that's probably because I rush
through the levels Smile
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