ToME: the Tales of Maj'Eyal

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 Post subject: Gatecrashers!
PostPosted: Fri Oct 25, 2013 6:04 am 
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Wayist

Joined: Mon Jul 01, 2013 1:43 pm
Posts: 23
Gatecrashers is an old-school dungeon crawler with new-school visuals, interface, and design principles. In the vein of the Brogue/Shiren/Rogue style of gameplay, the items you pick up in the dungeon play a heavy role in progression.

I'm going to be posting a beta for the module contest, but am also posting an pre-release/alpha so anyone who is interested can try it out! I'm interested in hearing any feedback - PMs or replies to this thread are both great!

Huge thank you to Nicolas Casalini and Darren Grey for making great example modules!

Links:
Module, music: http://www.fileswap.com/dl/v5aTXYzqTV/
Module, no music: http://te4.org/games/gatecrashers
Standalone, music: http://www.fileswap.com/dl/y9159cHmyP/

Examples of Stuff You'll Encounter in the Dungeon:

Image Bat: One of the monsters you'll encounter early in the game - moves twice as fast as you do and can fly over water tiles (normally impassable on foot). There's something like 30 monsters in the current version, and like the bat they all have abilities that make them unique.

Image Goblin Ringleader: A monster from the middle dungeon floors. It's ability to summon allies and tendency to flee when injured make it tricky to fight, but fortunately its allies are as cowardly as it is.

Image Image Skeletons: These monsters are dangerous on their own, but become more dangerous as they kill enemies. When a skeleton kills a monster (the bow-wielding skeletons may do so accidentally, while the axe-wielding skeletons actively look for monsters to kill) they level up into deadlier skeletons.

Image Pots: Items with inventories, inspired by Shiren. Some are simple storage, others duplicate, transform, improve, or destroy their contents.

Image Staves: A more traditional roguelike item (other classics include elixirs, swords, and rings.) Staff effects include freezing monsters, transforming monsters, digging through walls, sealing enemy abilities, making walls, controlling speed, and many more.

Image Food: Gatecrashers doesn't have a traditional food clock. Instead, food fills up a stamina bar, which slowly turns into life if you are injured.

(More to come!)

Features for (hopefully) November:

-Floor variety: Dungeons, caves, and forests will soon be joined by volcanoes, graveyards, and the legendary Vault of Wonders!
-Many new monsters, character classes, and items.


Last edited by GuyNamedJoe on Sat Dec 28, 2013 9:17 pm, edited 19 times in total.

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 Post subject: Re: Gatecrashers!
PostPosted: Fri Oct 25, 2013 11:59 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Waiting eagerly for more information (and you know, you can upload modules to te4.org instead of looking for filesharing sites)

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Working on a T-Engine game
Veins of the Earth

Veins of the Earth ModDB page


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 Post subject: Re: Gatecrashers!
PostPosted: Fri Oct 25, 2013 11:59 pm 
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Wayist

Joined: Mon Jul 01, 2013 1:43 pm
Posts: 23
Thanks - appreciate the tip! I'll have to move stuff over :)


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 Post subject: Re: Gatecrashers!
PostPosted: Mon Oct 28, 2013 10:07 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10234
Location: Angolwen
Woh !
That looks very well done; the contest keeps getting more fun ;)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Gatecrashers!
PostPosted: Mon Oct 28, 2013 10:08 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10234
Location: Angolwen
oh and you can now upload BTW

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Gatecrashers!
PostPosted: Thu Nov 07, 2013 11:46 pm 
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Wayist

Joined: Mon Jul 01, 2013 1:43 pm
Posts: 23
Thanks, and thank you for hosting the contest :D

New version (alpha 3) is up now: http://te4.org/games/gatecrashers

New features include multiple zones, new monsters, new items, and the ability to name items!


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 Post subject: Re: Gatecrashers!
PostPosted: Fri Nov 08, 2013 12:17 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10234
Location: Angolwen
Woh that looks seriously nice !!
Hum ants that tunnel through things make trees look weird though ;)

May I suggest a small hotkeys toolbar for items ? (and make the number of charges in staves not count in the name for binding items ;) )
Oh and charsheet doesnt work, but I suppose you know that :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Gatecrashers!
PostPosted: Fri Nov 08, 2013 3:44 am 
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Wayist

Joined: Mon Jul 01, 2013 1:43 pm
Posts: 23
Thx for the feedback - I'll put those in for v4 :D

Didn't realize that I broke hotkeys with the new name system haha :lol:


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 Post subject: Re: Gatecrashers!
PostPosted: Fri Nov 08, 2013 9:58 am 
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Higher

Joined: Fri Nov 01, 2013 5:54 pm
Posts: 52
After playing this some more:

Gatecrashers is the perfect break from ToME, and ToME is the perfect break from Gatecrashers.

Are you tired of feeling forced to explore every level and kill every last stupid rat for the exp? Play Gatecrashers, there's no exp and you're better off avoiding fights where possible. Are you tired of avoiding fights, running out of food, and skulking about paranoidly? Play ToME to experience the satisfaction of mowing down enemies with a vast array of talents, items, and attacks.

These two games should be married. :D


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 Post subject: Re: Gatecrashers!
PostPosted: Wed Nov 13, 2013 4:38 am 
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Wayist

Joined: Mon Jul 01, 2013 1:43 pm
Posts: 23
Thanks! I'm really psyched to hear that's your take on it, because the whole skulking around angle is exactly the sort of feel I'm going for :D


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 Post subject: Re: Gatecrashers!
PostPosted: Wed Nov 13, 2013 5:03 am 
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Higher

Joined: Fri Nov 01, 2013 5:54 pm
Posts: 52
The ring of passage was really the a-ha! moment for me. Prior to that I was assuming that there was experience/leveling but I just couldn't see it in the UI. Then I picked up the ring, and i was like what good is th- oh, I can/should avoid fights.


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 Post subject: Re: Gatecrashers!
PostPosted: Tue Nov 19, 2013 6:40 am 
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Wayist

Joined: Mon Jul 01, 2013 1:43 pm
Posts: 23
A new version is up! Content includes hotkeys, identification improvements, ranged weapons with animations, curses, weapon and shield powers, and better graphics for digging walls :)


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 Post subject: Re: Gatecrashers!
PostPosted: Tue Nov 19, 2013 9:21 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10234
Location: Angolwen
Amazing ! :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Gatecrashers!
PostPosted: Tue Nov 19, 2013 9:22 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10234
Location: Angolwen
Though I had a cursed shield, zaped purification at myself but it didnt remove the curse (nor a charge)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Gatecrashers!
PostPosted: Tue Nov 19, 2013 11:02 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10234
Location: Angolwen
Oh and you really should make it compatible with 105 (I doubt it's any more complex than changing the version in init.lua :) )

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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