[DIY] making html5 wesnoth-themed roguelike

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Shadow_Walker
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Joined: July 27th, 2014, 4:34 pm

Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

Regarding buying armor in shop - it is NOT a bug. Yep, your armor cannot be higher than certain racial limit, but there are tile and attack penalties applied, which bring your armor down, and pre-purchased armor helps to improve those cases.

Example:
Elf character has max armor 65%. Now, this character is standing in medium-depth water (-30% penalty) and is being attacked by skeleton archer (piercing attack - 1/2 armor). Total armor rating would be ( 65 - 30 ) / 2) = 17%. Now, if our Elf was prepared for such case and bought an extra 20% of armor in shop, then result will be (65 + 20 - 30) / 2 = 27%. Please let me know if you cannot see the effect of extra armor points when you do mouse-over. Armor percentage displayed should account for all effects, including "over the maximum" armor points. Try it in water or swamp/snow.

------------------------------------------
Copying game link:
http://www.wessense.org/
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ChaosRider
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by ChaosRider »

I mean that even if you have 65% armor then you still can buy it in shop but its not increase, for me its a bug. If it cant be higher than 65% then shop shouldnt allow you to spend money for it anymore (this option should not works after each click or it should be invisible when unit which move to shop have 65% armor).
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
Shadow_Walker
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

ChaosRider wrote:I mean that even if you have 65% armor then you still can buy it in shop but its not increase, for me its a bug. If it cant be higher than 65% then shop shouldnt allow you to spend money for it anymore (this option should not works after each click or it should be invisible when unit which move to shop have 65% armor).
Again, 65% is an effective/cumulative maximum, not a real maximum. Character really gets extra credit despite that overlay panel value stays the same. I guess it would be easier if overlay panel will display full value, and not be limited by effective one. But how to tell user about latter one, then? How about displaying effective and real values together, like [Armor] 65% / 110% instead of [Armor] 65% ?
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iceiceice
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by iceiceice »

All I can suggest here is, let KISS be your guide.
Shadow_Walker
Posts: 80
Joined: July 27th, 2014, 4:34 pm

Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

More features in: W.Essense 0.88a released:
http://www.wessense.org/
Disclaimer: it is still in alpha stage, so please expect bugs. Please report bugs as you encounter them, preferably along with your browser name and version.

Changelog:
[x] Invisible barrier will push player away from map borders. No enemies or items will be generated in the inaccessible zone.
[x] "Excessive" armor pct (above racial maximum) will now be displayed as XX% +NN, where NN is the excess.
[x] New unit ability: healer - automatically heals player every turn within certain range.

Tavern (new house type): allows hiring friendly units there
[x] Peasant - cheap hth support
[x] Peasant with torches - cheap ranged support
[x] Archer - basic ranged support
[x] Javelineer - improved ranged support, poisoned javelins
[x] Elven Shaman - personal healer for hth fighters, does not fight
[x] Dwarven Stalwart - heavy tank support for ranged chars, high hp and high armor

Temple (new house type): allows buying Auras
[x] Light Aura, night/evening/morning darkness is not so dark anymore
[x] Healing Aura, Heals 12 hp / turn, cures poisoning, bleeding,
[x] Thorns Aura, HTH attacker receives 50% damage back
[x] Reflect Aura, RNG attacker receives 50% damage back
[x] Holy Aura, x2 damage to Undead, scares non-crowned Undead away from player
[x] Battle Aura, Damage increased by x1.5
[x] Armor Aura, Enemy damage is reduced by 50%
[x] Magic Aura, +7 magical damage / attack
Note: Only one Aura could be used at a time. Auras do not have expiration time for now.

[x] Quest-guardian monsters upgraded - both in ability and aura areas.
[x] Shops are now represented by white dots on the minimap, houses are in light brown.

Flaming Sword:
[x] grants +15 HTH damage, if character has hth attacks
[x] character gets Battle Aura

Elven Necklace
[x] grants +15 Armor
[x] character gets Heal Aura

Dwarven Holy Book
[x] grants +15 HP
[x] character gets Holy Aura

Image

Bundles:
Linux: http://wessense.org/binaries/wessense-0 ... x64.tar.gz
Win: http://wessense.org/binaries/wessense-0.88a-win.zip
Mac: http://wessense.org/binaries/wessense-0.88a-mac.zip

Hooray, W.Essense is gaining popularity, its user base is skyrocketed by +1400% since day 0! It surpassed an incredible threshold of 15 daily players :D
optimother
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Joined: July 12th, 2014, 4:09 am

Re: [DIY] making html5 wesnoth-themed roguelike

Post by optimother »

Shadow_Walker wrote:Tavern (new house type): allows hiring friendly units there
[x] Peasant - cheap hth support
[x] Peasant with torches - cheap ranged support
[x] Archer - basic ranged support
[x] Javelineer - improved ranged support, poisoned javelins
[x] Elven Shaman - personal healer for hth fighters, does not fight
[x] Dwarven Stalwart - heavy tank support for ranged chars, high hp and high armor
Pretty useless in current state. I hired shaman and it was killed by first ogre in 3 turns, when he could easily escape.
Temple (new house type): allows buying Auras...
This is good! :)
[x] Shops are now represented by white dots on the minimap, houses are in light brown.
Thanks, missed it a lot. Btw, tornado can blow away shops, but can't blow villages, slightly inconsistent.
Dwarven Holy Book
[x] grants +15 HP
[x] character gets Holy Aura
I think user should be able to reject this holy aura, because it is much less helpful than healing or magic. Losing good aura is not quite an award for completing quest by fighting two drarf tanks.
Hooray, W.Essense is gaining popularity, its user base is skyrocketed by +1400% since day 0! It surpassed an incredible threshold of 15 daily players :D
Congrats! Waiting for multiplayer :) MMORougelike
Shadow_Walker
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Joined: July 27th, 2014, 4:34 pm

Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

optimother wrote:I hired shaman and it was killed by first ogre in 3 turns, when he could easily escape.
Why didn't *you* fight that Ogre in a first place? Shaman is a support unit, it is supposed to stay behind frontlines. Just do proper planning (shaman never attacks or moves towards enemies), and it will work out nicely. In combination with Healing aura - yep, these types are stackable, multiple shamans are not - it provides plenty of healed HP per turn. Alternative recipe for hth fighter is Shaman + Reflect aura.

ps: nah.. Dwarven Book is a Quest Relic, it will override any aura player has. Such behavior is logical, and follows the cliche nicely, imho. Also, holy aura is not bad at all. It repels most Undead. Try wearing it when going to Evil Boss (lich/necromancer) or any other Undead party.
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ChaosRider
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by ChaosRider »

In my opinion mage once get mirror spell for allways become too op. I would add here for spells which dont use scrolls, remembered by mage some time to restore them, not only to restore mages powers (and with a diffrent values for each of spell). Im flying on the mage on 34 lvl and i cant die... my clones are doing everything by me.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
optimother
Posts: 76
Joined: July 12th, 2014, 4:09 am

Re: [DIY] making html5 wesnoth-themed roguelike

Post by optimother »

Shadow_Walker wrote:Why didn't *you* fight that Ogre in a first place?
Because it spawned several tiles closer to ogre (shop was in forest) and as I stepped towards Shaman it walked even closer to ogre. I agree it's my mistake, proper way was to stop time and catch up with shaman. My point is that shaman should run away when it can not stand still.
Shadow_Walker
Posts: 80
Joined: July 27th, 2014, 4:34 pm

Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

Question: I would like to "borrow" some unit sprite from HOMM II game (~1996), since Wesnoth is missing real scary dragons, and dragons are totally required for every rogue-like game :) I asked pixelmind about his beautiful dragon, which is missing attack/defense sprites, but did not get any ETA on remaining poses, unfortunately.

Now I wonder if I can really ship *free* game with a tiny rescaled and recolored dragon sprite from HOMM? What's the chance to get sued by UbiSoft for some bit of graphics from '96? I don't want to bother them asking about licensing of a single sprite for a non-profit DYI project..
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ancestral
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by ancestral »

’Fraid not, Shadow_Walker. Copyrights in most countries require at least 50 years, if not more, before they expire. You cannot modify a sprite from a copyrighted game and distribute it without consent from the copyright holders.

I would instead check out http://opengameart.org, and perhaps http://deviantart.com (but careful there; if there’s no license listed, that doesn’t mean it’s public domain; you’ll want to contact the artist for permission).
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer
Shadow_Walker
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

Alternatively, I can release public version with dragons removed, and keep local version patched so I alone can play it with these cuties. Arghhh. Hopefully, pixelmind will resume his dragon-making activities one day. How can one keep the audience without a dragon?

Okay, hint understood, thanks. I was planning for a new version release today, but without dragons it won't be as great as I hoped for, so delaying until there is more meaty features incorporated.
Shadow_Walker
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

FYI: IndieDB approved W.Essense
http://www.indiedb.com/games/wessense

I'd recommend to try Wayward too:
http://www.indiedb.com/games/wayward

If you are reading this post then you have already tried Battle for Wesnoth :)
Shadow_Walker
Posts: 80
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Re: [DIY] making html5 wesnoth-themed roguelike

Post by Shadow_Walker »

W.Essense v0.89a released:
http://www.wessense.org/

Balance Adjustments:
[x] Limited life time for Mirror Images: cloned image lives for 200 turns only, then disappears
[x] Limitation on the number of clones: 0-1 clones exist = 2 clones produced, 2-3 clones exist = 1 clone produced, 4+ clones exist = spell fails
[x] Aura will wear out in 500 turns after activation

New Features:

New Location: Underground Caves. Recommended for experienced adventurers!
[x] Whole new territory to explore, full of Undead and dangerous monsters
[x] Accessible by trapdoor from the surface, take stairs to climb back to the sun (white dots on minimap, same as shops)
[x] Caves are full of gold. I mean, really! This gold is well-guarded, though - watch your steps or die
[x] It is permanently dark in Caves.. use Light Aura, or expect poisoned arrow shots from the dark
[x] There are no villages to get healing services, so stock up with Heal spells in advance and use healing potions sparingly

New enemies: Dark Elves. Live in Underground Caves only, extensively use poison and spells.
[x] Fighter = poisoned hth
[x] Ranger = poisoned ranged
[x] Lizard Rider = high-hp spear thrower
[x] Scout Party Leader = strong hth
[x] Matriarch = powerful spellcaster

Enemy mages will now periodically cast spells on player and player-friendly units.
[x] entangle - on player
[x] entangle, charm (unit turns aggressive), frenzy (attacks randomly), sleep - on friendly units

Image

Bundles:
Linux64: http://wessense.org/binaries/wessense-0 ... x64.tar.gz
Win: http://wessense.org/binaries/wessense-0.89a-win.zip
Mac: http://wessense.org/binaries/wessense-0.89a-mac.zip
optimother
Posts: 76
Joined: July 12th, 2014, 4:09 am

Re: [DIY] making html5 wesnoth-themed roguelike

Post by optimother »

Shadow_Walker wrote: [x] Limited life time for Mirror Images: cloned image lives for 200 turns only, then disappears
[x] Limitation on the number of clones: 0-1 clones exist = 2 clones produced, 2-3 clones exist = 1 clone produced, 4+ clones exist = spell fails
[x] Aura will wear out in 500 turns after activation
Not sure about aura, but totally agree about images .
[x] Accessible by trapdoor from the surface, take stairs to climb back to the sun (white dots on minimap, same as shops)
Why is it the same? White color on minimap is also snow, lava and enemies are indistinguishable too. Why not make them different?

I would prefer map covered with some kind of fog initially (like no monsters at all, real estate as a white dot), but since you've discovered something you'd be able to tell for sure what it is.

Since we have underground now, maybe add undead heroes too? I'd like to grow dark adept into mature necromancer raising corpses :) Or vampire draining enemies blood, but suffering of sunlight

Bug: potion dropped on staircase is not taken when you step on it, only get to the ground
Feature request: shift-click buys/sells 5 items (scroll, armor, supporters :))
Feature request: warn about aura expiration.
Feature request with implementation: a key for auto-attack
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