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Development Info Fate ready for download

Joined
Dec 10, 2003
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Oh yeah, here's a picture of the Yellow (Artifact) sword I found:



Purple = Magic
Green = Rare
Yellow = Artifact

In order of goodness.
 

Saint_Proverbius

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Staff Member
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Jun 16, 2002
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Behind you.
undead dolphin hacker said:
Are hammers a seperate class from Maces/Clubs? I've seen tons of magic blunt weapons...

Yeah, they are. I've seen one magic hammer so far that I didn't make myself. For the most part, unless it says "Hammer" in the item name, it's a mace/club class.

I've started a new character. I've decided to go dual wield with swords - with a heavy dose of Charm magic so I can summon hordes of critters as well. Charm also seems to allow things like identifying items, so that's a plus.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,542
I just watched one of the movies. It looks and even sounds exactly like Diablow. I'll check it out though.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
It sounds like it could be OK, but Wild Tangent? Urgh.
 

LlamaGod

Cipher
Joined
Oct 21, 2004
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Yes
1)The screen flickers like a bitch when I play it
2)It costs $20
3)IVAN is better (and free)
4)Wild Tangent
 

LlamaGod

Cipher
Joined
Oct 21, 2004
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Yes
undead dolphin hacker said:
1.) It's called VSync.
2.) Like you pay for any of your software anyway.
3.) Link?
4.) Isn't a problem. It's not spyware/malware.

1) Didnt work
2)So?
3)ivan.sourceforge.net
4)They suck
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
This game is pretty fun. Im enjoying way more than Guild Wars to be quite honest.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
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Complete Diablo clone, right down to the town portal and other "tomes" which just hold more of the one type of scroll (like that ever made sense buying a specialist tome for each scroll).

Graphics remind me of Final Fantasy. Shudder.

Still a bit of fun though. Truth be told, I've never been a huge fan of the Diablo click-click-click type games. Much prefer at least some kind of thinking required on my part (hence the preference for turn-based games which require more thought and strategy).
 

Jung

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Feb 12, 2004
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The seamy underbelly of your seamy underbelly
Saint_Proverbius said:
I humped GameDriver.exe by openning up the task manager, killing the process, and then renaming the exe. Then again, that's with the registered version. The demo might actually require the GameDriver.exe file.

What's GameDriver.exe? My firewall gives it the "talk to the hand" treatment until I know what it is.
 
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Jung said:
Saint_Proverbius said:
I humped GameDriver.exe by openning up the task manager, killing the process, and then renaming the exe. Then again, that's with the registered version. The demo might actually require the GameDriver.exe file.

What's GameDriver.exe? My firewall gives it the "talk to the hand" treatment until I know what it is.
It's an auto-updater and it calls home with what games you play and for how long so WT knows what to invest in later.
 
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DarkUnderlord said:
Graphics remind me of Final Fantasy. Shudder.
I hate the hero graphics, they're too kiddy. I like the monster design/graphics/animation alot though. Have you see a Beholder yet? Pretty cool.

Still a bit of fun though. Truth be told, I've never been a huge fan of the Diablo click-click-click type games. Much prefer at least some kind of thinking required on my part (hence the preference for turn-based games which require more thought and strategy).
Generally the 'thought' involved in these games comes from your build/equipment choices. However, playing a spellcaster requires a little more strategy, especially if you specialize in more than one kind of magic.
 
Joined
May 20, 2005
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Remond, WA
Hi, I'm the dev/designer. Just jumping in.

For those of you with notepad, all of the .dat files in the game can be opened in wordpad.
I'll be releasing a mod kit hopefully next week. All the data files are easy to change, the textures aren't protected, and neither are the sounds. With the 3D exporters you can basically change everything, and if you don't like the way the characters look, it'd be a relatively simple job to muck about with them.

Want more hammers? You can decrease their rarity in the items.dat file

Hate spiders? Get rid of them.

Want more spells? Feel free.

Want a fish that turns your pet into something ridiculously powerful? OK.

Anyway, any questions, let me know. God I'm glad this is finally released :)

Travis
 
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Messages
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Remond, WA
LlamaGod said:
1)The screen flickers like a bitch when I play it
2)It costs $20
3)IVAN is better (and free)
4)Wild Tangent

1) If you go the install location, there should be a config.dat file there. If you open it in notepad, try turning Fullscreen:1 to Fullscreen:0 - see if you still get flickers in windowed mode...

2) Dude, 20 bucks? That's like 4 extra value meals.

3) checking it out. I lurves the roguelikes. If you're crazy nostalgic, here's a port of C64 Telengard I did a while back....
http://buildingworlds.com/telengard

4) Sorry :P If you want to ensure that absolutely nothing is running, you can use regedit, open HKEY_LOCAL_MACHINE->Software->Microsoft Windows->Run and remove any entry that has anything to do with wildtangent. Voila. No background anything. Ssshhh.

Travvis
 

Saint_Proverbius

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Travis Baldree said:
With the 3D exporters you can basically change everything, and if you don't like the way the characters look, it'd be a relatively simple job to muck about with them.

Just to make a new player model, wouldn't you have to redo all the armor?

Want more hammers? You can decrease their rarity in the items.dat file

Something like that might be handled better as part a patch, really. I'm on level 18 of the dungeon with my second character, the first character is on level 12 of the dungeon. Those two games combined, I've only seen four or five magic hammers dropped total. None of those magic hammers have been anything other than minor magic - as in no rares or anything more powerful. Meanwhile, you can't kill a pack of critters without them showering you with mage staves.

God I'm glad this is finally released :)

Me too. The game kicks ass - and I'm pretty damned picky.

Anyway, any questions, let me know.

Hey, one suggestion. Not sure how hard it would be to add, but can you allow the pet selling items feature to actually work in town? I'm on level 18, and it takes nearly four minutes for the pet to return from hauling my loot up and hauling my money back. Allowing me to tell him to sell the items while I'm getting my quest stuff up in town would make using him as a pack animal much easier.
 

protobob

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Dec 31, 2002
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USA
Saint,

What I do is send the pet to town right before I teleport to town. As soon as I arrive at town the pet gives me the cash.

Yeah and the drop rate for staves is just frickin crazy.
 
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Saint_Proverbius said:
Just to make a new player model, wouldn't you have to redo all the armor?

Possibly - depends on how drastic your changes to the basic structure of the character are...

Saint_Proverbius said:
Hey, one suggestion. Not sure how hard it would be to add, but can you allow the pet selling items feature to actually work in town? I'm on level 18, and it takes nearly four minutes for the pet to return from hauling my loot up and hauling my money back. Allowing me to tell him to sell the items while I'm getting my quest stuff up in town would make using him as a pack animal much easier.

You CAN hold SHIFT and click on a merchant and your pet will go and sell from their own inventory. Then you can hold SHIFT and click on items to quicksell them.

Travis
 
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I dunno, I've seen Rare and Artifact hammers, and blue Hammers seem to be pretty regular drops.

Have you tried gambling for one, Saint? There's some awesome gear to be had from gambling, though it's sometimes a little easy to figure out what's awesome and what's not.

And there's always the possibility of just buying a damn good nonmagical hammer at the blacksmith and then having it enchanted. You can get some great stuff via enchanting, including Greens.
 
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Travis -- about the upcoming mod kit (which sounds sweet) -- how flexible do you think it'll be? Will we be able to add, say, brand new skills (ie, places to spend your skill points)? What about brand new magic schools? I guess what I'm asking is, are things like number of skills and number of magical schools hardcoded into the engine, or are they expandable?
 
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You won't be able to add new skills or magic classes - only new spells.
Those things are so integral to the UI that they were a little too much for me to make moddable in the time available... :(

version 2? ;)

Travis
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Spazmo said:
What really shits me about NFSU2 is that there's a godawful cover of Ramjam's Black Betty on their fucking soundtrack too. The terror just never ends when you're playing that nightmare game.
Yeah, although the racing is kewl. I think I wouldn't be able to finish this game without turning off the soundtrack.
 
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Travis Baldree said:
You won't be able to add new skills or magic classes - only new spells.
Those things are so integral to the UI that they were a little too much for me to make moddable in the time available... :(

version 2? ;)

Travis
Ah, I figured. I'd dug through the .DATs and it looks very mod-friendly, but I never saw evidence of UI modding being possible. It does look possible, though, considering the Spells' .DAT has a 'SPHERE' variable...

After digging through the .DATs, I'm really impressed with how clean, accessible, and mod-friendly everything is. I'm definitely excited for the first modkit release, and I certainly hope you'll add more robust/exotic options in future releases!
 

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