Witchaven, the Roguelike
Witchaven, the Roguelike
WITCHAVEN THE ROGUELIKE.
LAST VERSION RELEASED = 0.9 BETA 5
WARNING: SAVEGAMES PREVIOUS TO BETA 5 ARE INCOMPATIBLE WITH BETA 5 AND WILL PROBABLY CRASH THE GAME
Access download page with changelog, and news here:
http://asciirealm.blogspot.com.es
Direct link to download files:
https://www.box.com/s/7ek816g8n7jsywcxja2e
Additional download links that you will löve:
Direct link to the 0.9b5 .love attachement (Recommended)
Direct link to the 0.9b4 .love attachement
Direct link to the 0.9b3 .love attachement
Direct link to the 0.9b2 .love attachement (Obsolete)
Direct link to the 0.9b1 .love attachement (Obsolete)
Please, let the bug reports and feature request to flow.
Remember that it is still a beta version and some features are still unimplemented, although the game is 100% playable, you can win the game... or die ^_^
Enjoy.
- Attachments
-
- wirl_0.9b5.love
- (318.51 KiB) Downloaded 797 times
-
- wirl_0.9b4.love
- (317.11 KiB) Downloaded 645 times
-
- wirl_0.9b3.love
- (375.97 KiB) Downloaded 643 times
Last edited by Ubermann on Wed Jan 09, 2013 4:13 pm, edited 11 times in total.
- kikito
- Inner party member
- Posts: 3153
- Joined: Sat Oct 03, 2009 5:22 pm
- Location: Madrid, Spain
- Contact:
Re: Witchaven, the Roguelike
Hi there!
I could not download the file, probably because of a download limit of some sort. Will try it later.
In the meantime, in your page you say that the user needs
I could not download the file, probably because of a download limit of some sort. Will try it later.
In the meantime, in your page you say that the user needs
Are you certain about this? I ask because LÖVE comes with its own version of Lua, you normally don't need to install a separate one. (Also, its Lua, not LUA)To play it you need a LUA interpreter that is 100% compatible with LUA 5.1, and LÖVE engine
When I write def I mean function.
Re: Witchaven, the Roguelike
Nice to see in last times "classic" roguelikes appear in LOVE. I didn't have the time to test it much but I liked what I saw. One (big) complain only for now: the "free" key control could be somewhat dangerous. People need to have very careful, don't relax and make wrong moves. Well because that could be the same as our death in the game. So a love.keypressed type of control option would be good. And congratulations! Hope see improvements and further development on this.
BTW Instead of your love.timer.sleep(0.045) you could use love.keyboard.setKeyRepeat
https://love2d.org/wiki/love.keyboard.setKeyRepeat
Another problem:
BTW Instead of your love.timer.sleep(0.045) you could use love.keyboard.setKeyRepeat
https://love2d.org/wiki/love.keyboard.setKeyRepeat
Another problem:
Sadly a lot of notebooks/portables don't have numeric keyboard and you already use numeric keys for weapons. I'm playing with a regular desktop Mac and as many without extra numeric keys so can't use potions.1 to 5 [in numeric keyboard] Uses the specified potion
- Roland_Yonaba
- Inner party member
- Posts: 1563
- Joined: Tue Jun 21, 2011 6:08 pm
- Location: Ouagadougou (Burkina Faso)
- Contact:
Re: Witchaven, the Roguelike
I tried it many times, I couldn't download it.
I can't even get connected to opendrive.com.
Can't just post the *.love here ?
I can't even get connected to opendrive.com.
Can't just post the *.love here ?
Re: Witchaven, the Roguelike
Thanks all for your input.
Ok, I uploaded all files to another upload server.
The new links are in the webpage, try them, and if you have any problem, please let me know.
Thanks for the tip.
Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
BTW only healing potions are implemented, although the next release I will try to finish them all.
I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.
I will definitely look into this.
Also I post the .love in the first post.
I'm not sure what is wrong with opendrive... I tried from my PC and from work and was working well...
Try the new links.
This is absolutely weird.kikito wrote:Hi there!
I could not download the file, probably because of a download limit of some sort. Will try it later.
In the meantime, in your page you say that the user needs
Ok, I uploaded all files to another upload server.
The new links are in the webpage, try them, and if you have any problem, please let me know.
Ok, I deleted that phrase from the description. I thought I need some Lua interpreter to run LÖVE.kikito wrote:Are you certain about this? I ask because LÖVE comes with its own version of Lua, you normally don't need to install a separate one. (Also, its Lua, not LUA)To play it you need a LUA interpreter that is 100% compatible with LUA 5.1, and LÖVE engine
Thanks for the tip.
Thanks for feedback.coffee wrote:Nice to see in last times "classic" roguelikes appear in LOVE. I didn't have the time to test it much but I liked what I saw. One (big) complain only for now: the "free" key control could be somewhat dangerous. People need to have very careful, don't relax and make wrong moves. Well because that could be the same as our death in the game. So a love.keypressed type of control option would be good. And congratulations! Hope see improvements and further development on this.
Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
In fact, I used the love.timer.sleep for reducing the CPU time consumption, but I don't know if it is necessare or if LÖVE itself controls this. Usually, in other languages, such as FreeBasic, it is necessary to set this so the CPU is not used completely.coffee wrote: BTW Instead of your love.timer.sleep(0.045) you could use love.keyboard.setKeyRepeat
https://love2d.org/wiki/love.keyboard.setKeyRepeat
coffee wrote: Another problem:Sadly a lot of notebooks/portables don't have numeric keyboard and you already use numeric keys for weapons. I'm playing with a regular desktop Mac and as many without extra numeric keys so can't use potions.1 to 5 [in numeric keyboard] Uses the specified potion
BTW only healing potions are implemented, although the next release I will try to finish them all.
I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.
I will definitely look into this.
I changed the links in the webpage.Roland_Yonaba wrote:I tried it many times, I couldn't download it.
I can't even get connected to opendrive.com.
Can't just post the *.love here ?
Also I post the .love in the first post.
I'm not sure what is wrong with opendrive... I tried from my PC and from work and was working well...
Try the new links.
Re: Witchaven, the Roguelike
Well I know that feeling but only happen in very few rogues. I think you should implement the "run mode" along the usual behavior to halt when monsters sighted. In another way game turns a bit critical and totally dangerous in combat situations. I had too several wasted movements in peace situations.Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
It's very usual see in first Love games made the call of "wait". But after that we could probably finger count the number of people who use that command in LOVE. I'm not technically expert on this and will leave to someone more qualified but my feeling is that LOVE deals well with that. Also your game is a turn based/very low demanding, so IMHO don't worry too much with that problems.In fact, I used the love.timer.sleep for reducing the CPU time consumption, but I don't know if it is necessare or if LÖVE itself controls this. Usually, in other languages, such as FreeBasic, it is necessary to set this so the CPU is not used completely.
You really have. My solution would be something similar and simple like this:I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.
I will definitely look into this.
numeric keys = weapons
numeric keys+shift = potions
numeric keys+crtl = spells
Re: Witchaven, the Roguelike
Also I would thank some game difficulty feedback.
BTW I know it is too hard, and I'm not sure if it is possible to survive more than depth level 3 or 4 without fleeing all the time.
I have reduced the monsters' damages and I'm testing it.
I have also finished all potions except fire resistance.
I will test everything and release a new BETA with some bugfixes, additions and modifications.
the player may choose to always run no matter what, walk cell-by-cell and run but halt when monster is seen.
Now it is:
1, 2, 3, 4, 5, 6, 7, 8, 9 = switch weapons
F1 to F8 = cast spells
Ctrl+1 to Ctrl+5 = quaff potion
Actually, the F1 to F8 is the same keybinding as the original Witchaven PC game for casting the spells, the 1 to 9 the original to switch weapons.
Potions were selected with [ and ] keys, and then pressed RETURN to use the selected one.
But I think it's better a Ctrl+num because it's faster.
BTW I know it is too hard, and I'm not sure if it is possible to survive more than depth level 3 or 4 without fleeing all the time.
I have reduced the monsters' damages and I'm testing it.
I have also finished all potions except fire resistance.
I will test everything and release a new BETA with some bugfixes, additions and modifications.
In fact, I am going to implement a switchable way to do this:coffee wrote:Well I know that feeling but only happen in very few rogues. I think you should implement the "run mode" along the usual behavior to halt when monsters sighted. In another way game turns a bit critical and totally dangerous in combat situations. I had too several wasted movements in peace situations.Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
the player may choose to always run no matter what, walk cell-by-cell and run but halt when monster is seen.
The question is if every love.update cycle is done without any restrictions, then I'm not sure if LÖVE devours all CPU time to make the most update cycles possible. AT least that is how it works in FreeBasic and other languages, so you need to place a sleep or something to avoid that unlimited thing.coffee wrote:It's very usual see in first Love games made the call of "wait". But after that we could probably finger count the number of people who use that command in LOVE. I'm not technically expert on this and will leave to someone more qualified but my feeling is that LOVE deals well with that. Also your game is a turn based/very low demanding, so IMHO don't worry too much with that problems.In fact, I used the love.timer.sleep for reducing the CPU time consumption, but I don't know if it is necessare or if LÖVE itself controls this. Usually, in other languages, such as FreeBasic, it is necessary to set this so the CPU is not used completely.
I have modified it.coffee wrote:You really have. My solution would be something similar and simple like this:I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.
I will definitely look into this.
numeric keys = weapons
numeric keys+shift = potions
numeric keys+crtl = spells
Now it is:
1, 2, 3, 4, 5, 6, 7, 8, 9 = switch weapons
F1 to F8 = cast spells
Ctrl+1 to Ctrl+5 = quaff potion
Actually, the F1 to F8 is the same keybinding as the original Witchaven PC game for casting the spells, the 1 to 9 the original to switch weapons.
Potions were selected with [ and ] keys, and then pressed RETURN to use the selected one.
But I think it's better a Ctrl+num because it's faster.
Re: Witchaven, the Roguelike
Haven't tried the game yet, but are you talking about key repeating? In love.load() add a line likeYes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
Code: Select all
love.keyboard.setKeyRepeat(0.01, 0.2)
Re: Witchaven, the Roguelike
In addition to the new BETA that I'm going to release today, later one, wit lots of additions, modifications and bugfixes, I am working on an Android version.
Rght now i am working on the control part.
I will use the touchscreen for everything, instead of a virtual keyboard.
For changing weapons and using potions and such, just press in the potions/weapons part to use or switch them.
For moving, tap on left, right, up or down part of the map.
To apply or pickup items, tap in the most center part of the map.
To save and quit, double-tap in messages log.
Also it requires heavy changes in saving and loading, since love.filesystem doesnt seem to work on android.
And not less important, a framerate enhancement. I tried it and it is a bit slow, maybe around 10FPS in my device.
If it works as promised it could be a great change in how it works
Rght now i am working on the control part.
I will use the touchscreen for everything, instead of a virtual keyboard.
For changing weapons and using potions and such, just press in the potions/weapons part to use or switch them.
For moving, tap on left, right, up or down part of the map.
To apply or pickup items, tap in the most center part of the map.
To save and quit, double-tap in messages log.
Also it requires heavy changes in saving and loading, since love.filesystem doesnt seem to work on android.
And not less important, a framerate enhancement. I tried it and it is a bit slow, maybe around 10FPS in my device.
I will try it as soon as possible.stout wrote:Haven't tried the game yet, but are you talking about key repeating? In love.load() add a line likeYes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.and see how that works for you.Code: Select all
love.keyboard.setKeyRepeat(0.01, 0.2)
If it works as promised it could be a great change in how it works
Re: Witchaven, the Roguelike
NEW VERSION RELEASED.
See first post for links.
IMPORTANT: WINDOWS USERS MAY ENJOY NOW A STANDALONE 32BIT EXECUTABLE. JUST DOWNLOAD AND PLAY.
Full changelog dump for 0.9BETA2:
See first post for links.
IMPORTANT: WINDOWS USERS MAY ENJOY NOW A STANDALONE 32BIT EXECUTABLE. JUST DOWNLOAD AND PLAY.
Full changelog dump for 0.9BETA2:
Code: Select all
[Changes]
- Moved potion keys from numeric keyboard to Alt+Number
- ^Q doesn't remove your possible suspended game files.
- Removed the health recovery every 10 turns.
- Slightly reduced monsters damage
- Slightly increased corpses appearance
- Slightly increased item appearance during map generation
- Increased experience gains due to killings and gold pick ups
- Disabled "Save game" options ( Ctrl+S )
- Changed monster stats, now growing with depth level
- Changed key handling method from love.update+sleep to love.keypress+setKeyRepeat
[Additions]
- Added "load suspended game" when game starts (read next, please)
- Added launch flag: -n or --new. It starts a new game instead loading suspended game.
- Added GUI tips overly when start a new game
- Added Armors
- Added Poison, Invisibility and "Über-strength" status (read next please)
- Added Invisibility, Strength and Antidote potions
- Added interactive decorations.
- Created 5 different traps: needle, lance, pitfall, poison gas and boulderfall
- Added "search trap" command (key binding [ s ] )
- Added "switch color mode" trigger (key binding [ ^c ] ), switches from color to black and white
[Bugfixes]
- Fixed bug with scrolls BSOD'ing the app when dropped from corpses
- Fixed bug with some floor items descriptions do not showing the closing bracket
- Fixed some misspellings and some twekings to in-game help commands text
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