Legend of the Chambered

Yes! This is cool. Now there is fighting…

I have to agree with Crucio, the controls for combat is not good. It worked when you moved in steps (not full 3d movement) and it was relatively easy to keep the enemy in front of you.

Suggestion: One key to cycle through the characters and then attack with right mb.

Very nice! Full of retro-y goodness!

I found the controls to be rather fiddly though. Even having read your instructions it took me a long time to figure out how to fight. (For a while I was trying to hit the monsters by using the mouse to drop swords on them!) The combat seems to boil down to using the mouse to click all of the characters’ sword icons in turn, while at the same time using the keyboard to keep in range of the target - quite tricky, and I suspect it might get tiring after a while.

How about focusing on the RPG aspect of the combat? You could click on a monster to “target” it (with a targeted monster being visually highlighted; click again to un-target), and then your party would follow and fight it automatically. The combat could then be about changing which attacks the characters are using, feeding them when their health is low, and judging when to run away if things start going bad! (Just a suggestion of course…)

A map (one that fills in automatically as you explore) would be nice. I suspect I’ll get lost pretty easily when the game gets bigger.

Also, it would good if items in the game that you can pick up became highlighted when the mouse is over them. It took me a while to figure out how to pick things up - at first I kept walking backwards and forwards over items expecting something to happen!

This looks like it’s on its way to becoming a really good game. Good work!

Simon

Wow. That was cool! =D

I’ll have to think about how to make fighting feel more natural. I myself use q and e to turn, and never bother with the mouse at all, but I realize that’s not how most people will play.
Making it too automatic feels like it would detract from the micromanagement feeling I’m going for, but something in between would probably be good.

Thanks for the great feedback. =)

A map is a good idea. I’m going to have to write a map renderer anyway for the level editor, so I might as well clean it up and stick it in the game as an (early) pickup item.

Works great here through the browser:

Safari
Mac OS X 10.5
Intel Core Duo 2.0 ghz
2gb RAM

Do you think you could point me to how you use Java2D to get the Doom 3D look? I’d love to know. I saw your little blurb on page one, but naturally I don’t entirely understand. Thanks!

There’s a new version up with some minor fixes, moving doors (they’re buggy…), throwable items, and waaay more item types.

Monsters can now only hurt people facing them, so as long as you’re facing a monster, the two spellcasters can’t be hit. They also won’t be able to attack monsters directly, but that’s not done yet.

And I FINALLY drew a proper font. =D

I have to say… the temptation to keep adding stuff to the engine is getting to me. I watched a youtube movie of Ultima Underworld, and now I’m considering variable ceiling/floor heights, diagonal walls, water and jumping. Heh.

However, the plan is to make a short game first, with a play time of perhaps an hour or two. I haven’t finished anything in aaages, so it feels nice to have relatively realistic goal. And having actually started the graphics, I don’t feel a lot of pressure on replacing placeholders.

I like your enthusiasm and I hope you will succeed in improving your game. As it is mature enough, I have removed your game from the incubator then more people will try it. You can see it in the homepage. I admit that, when I begin to play with your game, I can easily spend 30 minutes in it at least, it is really pleasant.

ooh, cool. =)

I’m making some nice progress on the game, but I’ve avoided updating the test page until it’s more finished.

Proof that I’m actually working on the game still:


http://www.mojang.com/notch/screenshots/chamberededit.jpg

(Click for full size)


http://www.mojang.com/notch/screenshots/bitmapedit.jpg

(Click for full size)

;D I’m impatient to see these improvements in your game.

Diito, also when can we “borrow” your procedural textural generation tool? :slight_smile:

Kev

Fantastiskt trevligt, mkt bra gjort :slight_smile:

MP,
Did you make those tools for your game as well? :o

Yeah, I made the tools as well. The texture generation thing was kind of a pointless sidetrack.

I’ll see if I can’t clean it up some more for public consumption, kev. Right now a few bits in it are hard-coded for 128x128 pixel textures.

I think it looks great, looking forward to the next release! ::slight_smile:

I agree

Very nice …

Hi!

I have just tested the game and now, I have been able to take several items, fine. What are your plans for this game?

The original plan was to finish a game during the summer.
Summer passed, and I moved on to other projects. It’s a shame, since I got pretty far with it.

I might do something with it in a couple of months.

You do what you can and the result is already really interesting. It would be a shame to stop such an advanced project.

Ok I stay tuned.