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43307 No. 43307
Hi everypony, I've not really posted here in... like a year maybe, hope that's ok. But I've recently been working on a My Little Pony roguelike as an experiment in random level generation. The game is now in a playable state, it's actually completable from start to finish as any character. The game could have a lot more added to it, there are lots of monsters, environments and random elements I could add to the game, but I don't know if there is any interest in a roguelike game. So this isn't a thread looking for help and support, it's more a... do you think the game is worth continuing. And if so, I guess I am open to ideas from anyone.

So anyway, the download is here:
There's a video with my narration here:

The game is a very basic roguelike, you move with the arrow keys - walk into things to interact with them (ie: attack monsters, talk to friendly creatures, open chests), shift + arrow keys to swap places with a friendly creatire, (G) grabs items on the ground (I) opens inventory (S) opens skill menu (X) opens skill upgrade menu - you get skill points when you level up (D) drops item (from inventory menu) (U) uses item (from inventory menu) (E) equips/unequips clothes/weapons (from inventory menu) (SPACE) is used to confirm options when in dialogue or using a skill etc. and is used to skip a turn otherwise (C) is used to cancel buying, selling or cooking. The exit of each forest area is somewhere near the top. Just keep going north until you get the flower and win! Like most roguelikes, the game will save your progress as you go, but if you die, your save is deleted, good luck
Unspoiler all text  • Expand all images  • Reveal spoilers
>> No. 43308
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Don't stand around in swamps, you will sink
Ponies can't swim forever, they will drown
Sweet foods heal only HP, savoury foods heal mostly MP but also a little HP
The more ingredients that go into a recipe, the more HP and/or MP it will restore
Foods you cook yourself heal much more than food you find lying around
After you eat you will have to wait for your stomach to settle before eating again
Your friendship meter shows how social you are, try to keep it high by talking to NPCs as you get a stat bonus when it is high and a stat penalty when it is very low

So yeah, let me know if this is worth pursuing further, hope you enjoy, any questions let me know.
>> No. 43311
I tried playing it and it's actually really fun. I'd love to see it continue on as a pony themed roguelike is a really awesome idea.

So yeah, it's worth continuing as you've got yourself a playable game so far, so why just ditch it?

I'm going to go back to playing it now, actually.
>> No. 43321
Will we be getting other locations? For example, on start-up you would be able to choose what place you want to adventure in.

Like maybe you'd have Everfree Forest, a classic dungeon, and stuff like that.

Even a variety mode, where each screen is a randomly picked dungeon type.

I'd also like to be able to mouse over items in the inventory to see their stats and whatnot.

A custom dungeon editor might be cool, so you can make your own scenarios where you have to use specific items to defeat specific enemies.

Just a bunch of random ideas I had, and I thought I'd share them with you.
>> No. 43323
I play your demo, is this kind of games with awful graphics but you still play for hours, so yes I really want to see more
>> No. 43330
I couldn't play for very long, it's extremely hard to see what's going on and the top/bottom of the window are cut off on my monitor. It's a pretty good start though, I'd love to see it continued, I do like me some rougelikes.
>> No. 43331
I actually thought the graphics were really fitting for the game. It's more about how those graphics are used, and not how they look compared to today's games.
My screen was cut off, too, but not so bad as to where I couldn't play it.
>> No. 43332
Thanks guys.

I hadn't really thought of making different quests. It would be possible, would require me to change a lot of the random things to be quest or area specific... it'd be weird to encounter apple trees in a castle or a deep cave =P
Mouse over items for item descriptions... I am kicking myself for not thinking of that already!
A simple map editor would be pretty easy to work into the game, editing in special enemies and editing dialogue would be a lot trickier, but I think could be possible eventually.

Getting everything on screen into an 800x600 window seems like the first thing I should fix, or at least making an option to play in that resolution without having to shrink the text and such, as that would make everything unreadable. Really now I think about it, I probably don't need the two text windows, I could just use one and disable the game log text when you are in dialogue or mousing over something but I'd have to do something with the skill/status/inventory sidebar to get it to fit. Making it use tabs is I guess the most sensible solution to that... but whatever solution I use, it would probably mean the actual game map wouldn't fit entirely on the window. That's not a problem to code, I can easily make the game map scroll as you move around, but it's really nice to be able to see the whole map at once. I'll have to think about what the best design for that is =
>> No. 43334
It looked fine on my desktop computer which had a bigger screen.

Also I think using space to confirm things would be simpler, instead of wanting to eat an apple but having equip there when you can't even equip food items.

And for no apple trees in a castle, you could just have castle courtyards which would have fruit trees in them.
Or for a cave you'd have a small forest area with a skylight over it.

Actually, another idea would be multiple paths, instead of just having a straight path as it'd give the player the feeling of freedom.

And if you get the game going enough, I'd like to see have an open world with different dungeons and towns to visit.

Save points and extra save files are also good, because I got really far and I'd hate to lose my progress. Maybe something like a pile of logs on the map, which you could make a campfire with as a checkpoint-like thing.

I'd also like the ability to walk through friendly NPCs, because having a bunny randomly wandering a narrow bridge you need to cross isn't really fun.

I'm really enjoying the game, and it keeps throwing new surprises at me.
>> No. 43340
Save points are kind of counter to a roguelike, I suppose some do have an 'easy' mode too...

To get around bunnies and npcs, hold shift while you walk into them, you'll swap places with them :)
>> No. 43341
Oh, I didn't read that properly i think... The game does save automatically, whenever you reach a new area or press escape to quit. You just can't reload a save if you die because roguelikes are traditionally eeeeevil.
>> No. 43354
You didn't read it wrong, but you know, an easy mode would be even better. I'm sorry if I'm just shoving suggestions down your throat, but I just keep having interesting ideas and I'd like to see what you think of them.
>> No. 43404
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No, suggestions are great, I've even implemented a few of yours in the latest version =D Speaking of...

Version 0.4 is up! Same download as before:
Your saves won't be compatible with this version, but your highscores and globaldata.dat should be.

So the changes for this version are:
>Difficulty setting
When you start a new game, you can choose easy, normal or hard mode. Normal is the same as the previous version, easy is the same difficulty of monsters, but the game won't delete your save. The game autosaves when you go between any two rooms. Hard mode is the same as normal, but with tougher enemies.

>Resolution options
You can now choose to play the game in 800x600 mode. This isn't ideal, as in this mode you can't see the whole map at once, and the inventory screen isn't always visible, but if you aren't able to play the game in the default resolution, then this option is available.

>Mouse over inventory
If you hover the mouse over an item in your inventory, you will see a description of that item.

The spacebar is now used to eat/equip items for convenience

>New creatures
A few new hostile creatures and an NPC have been added. The NPC doesn't offer any additional gameplay, I just felt the game needed another NPC to allow you to keep your friendship stat higher as you progress.

>Minor changes
I fixed a couple of bugs and made it so that the magical creatures will appear in the game sooner, previously they didn't show up until screen 5.

So, that's it for now. For the next step I was thinking of making each biome area have a boss at the end - so, swamp would be the hydra for example, and I'd just remove the hydra from the normal monster pool and beef him up to be worthy of a boss. I should probably make it so you can also hover the mouse over your skills/stats and equipment too for more information on those...

I like the idea of adding a dungeon/variety mode, but I'd like to add another biome first (jungle maybe), then there would be more biomes than you could see in one game which would add some more uniqueness to each play.
>> No. 43409
How about some variety in the tileset? Just a few more blocking tiles to make the paths look less artificial and more natural. An occasional dead tree, a shrub instead of a tree, maybe some rocks. Functionally identical, but graphically varied.
>> No. 43425
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I enjoyed what I've played so far; it's a very good start. Here are some thoughts that popped up as I played:

I think it's too easy to accidentally close the game with the [Esc] key since [Esc] is usually used as the cancel key. Consider adding a confirmation message (not sure where would be the best place for that) to ask the player if they'd like to quit the game. Press [Esc] again to exit the game (so users can just quickly double-tap [Esc] to quit) or press [C] to cancel.

If you're gonna have a cancel key (the [C] key), make it a generic cancel key that can close out of most dialogues, such as inventory, skill menu, skill upgrade menu (at least highlighting Done), talking to NPCs, shop menu, etc.

In the same manner, consider making the [Space] key a generic OK/Accept key. It looks like you already changed it so that [Space] equips the item if it's an equip, or uses the item if it's not an equip, which is great. Consider also buying an item using [Space] instead of [G], and selling an item using [Space] instead of [S].

Consider including a cursor that can select dialogue options (merchants, the fairy, Zecora, and others).

When talking to an NPC that only talks (with no dialogue options—some of the deer for example), the message appears in the top message box, but otherwise it's unclear what the user is supposed to do. Consider adding a line like "Press Space to exit" or something to that effect.

The message when attacking an enemy is incorrect. Instead of saying "<character> dealt __ damage to <enemy>", it seems to be saying "<previous enemy> dealt __ damage to <enemy>".

If there are multiple items on one tile (for example, when you drop two items on the same tile), consider displaying the names of all the items on that tile, or at least the first several items, especially since [G] picks up any items on the tile in rapid succession.

In the Harmony Garden, when asking the Fairy how the trees are doing, the layout of the text is currently:

Consider changing it to:

It is possible to kill enemies inside a fairy door to the Harmony Garden. This wouldn't be a problem except that any drops will also be inside the door, which means you can't grab the drops.

Please add a way for the game to sort inventory items into categories. Personally, I'm thinking (from the top) weapons, bows, dresses, headgear, boots, accessories, food, ingredients, arrows, letters. But that's just me (example image attached). Maybe when the inventory is accessed, define another key that will sort the inventory.

Also, with a sorted inventory, you can have [U] automatically highlight the first food item, and [E] the first equip in the inventory. It'd save some time compared to pressing [I] and having to go down the list every time.

Out of curiosity, why is the maximum number of items 8 instead of 9?

Display a message if the player cannot pick up an item due to a full satchel.

Consider adding a way to directly interact with items on the ground, i.e. eat an item from the ground, or swap the item with one from the inventory.

The dark green color for headgear in the inventory is a little hard to read. Consider a slightly different shade of green.

Unless the number keys have any other use besides choosing dialogue options and cooking ingredients, consider using them to instantly activate a skill (instead of having to press [S], highlight the skill, and hit [Space]) since the skills are already numbered.

What does "goul." stand for?

[Shift]+Move to walk through NPCs only works with [Left Shift]. [Right Shift] doesn't work.

When selling equipment to a merchant, show the stats of the equip (and description if it'll fit) along with the price. Usually, equipment is kept or discarded due to stats and any special abilities it may have.

When your character is stuck in place, it's unclear what to do. I'd say either have the arrow keys act the same as the wait command if stuck and can't do anything, or append to the "Can't move, stuck!" message that the player has to press [Space] to wait. Either way, I'd also recommend displaying a message saying that the player is not stuck anymore as the Frozen status (or lack thereof) underneath the XP bar may be hard to notice.

How do the six different stats work? Like what is the difference between ATK and STR, and what is the purpose of SPD and CON?

Consider an in-game list of recipes that automatically gets filled in as the player makes recipes.

Some things don't get reset when a new game is started (the Harmony Garden trees, the Round counter)

When Fluttershy tames an animal, consider indicating how much HP the animal has left. Even a simple gauge, perhaps in the Status area just above the Forest Depth, would be helpful.

Pressing [S] displays a skill even if the player didn't get any skills yet.
>> No. 43436
Those are all good stuff, thanks. Luckily I found out today I have a few extra days left before I have to return to work so I should be able to fix those fairly soon :)
A couple of those bugs I noticed after the last version, and already fixed, the rest I'll add to the to-do list for the next update.

>Out of curiosity, why is the maximum number of items 8 instead of 9?
There's no particular reason for this, I just picked a number I thought was fairly reasonable.

>What does "goul." stand for?
Earlier I had this as goulashes, but space required me to shorten it... I intended to put goulashes in the item's more detailed description but apparently I forgot to do that, woops!

>How do the six different stats work? Like what is the difference between ATK and STR, and what is the purpose of SPD and CON?
In the next version I'm intending to have it so you can hover over your stats for more information on them, but for now:
ATK - Attack increases damage
DEF - Defence, your ability to block damage
SPD - This is used in determining a hit or miss
STR - Strength increases damage and ability to buck trees and logs
MAG - Affects your ability to hit and damage using magic, and your ability to resist magical attacks (... if there were any, but the stat is used for monster defence too, and there should be a couple creatures with magical attacks in the next update)
CON - Constitution is your ability to resist status changes

The ATK stat doesn't actually seem to be working quite as it should though... I don't know how I missed that. I had to recode the battle system at some point and must have screwed that up. What I had coded was: "weapondamage=Char_attack_mod[attackern]" when it should be "weapondamage=Char_attack[attacker]+Char_attack_mod[attackern]" - so the weapons/stat bonuses (the char_attack_mod stat) were improving your damage, but your base stat was having no impact on the damage. I think originally the attack stat was also supposed to help your to-hit chance, but I seem to have missed that up too when recoding the battle system. So I'll have to fix that too :)

> Some things don't get reset when a new game is started (the Harmony Garden trees, the Round counter)
The round counter is obviously a bug, the harmony garden thing is supposed to remain constant though, it's meant to be in a magical area and be the one thing that remains when a world is cleared. This was supposed to lead to a kind of... "I shouldn't take these fruits, I might need them more next play through" but I think the fruits grow back too fast for that kind of thinking to actually be a concern.
>> No. 43438

>Earlier I had this as goulashes, but space required me to shorten it... I intended to put goulashes in the item's more detailed description but apparently I forgot to do that, woops!
Do you mean "galoshes"?

>SPD - This is used in determining a hit or miss
Is this why I randomly do 0 damage near the end of the game? If so, please consider putting a "miss" message instead.
>> No. 43485
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Yeah, galoshes, my bad. I've also changed 0 damage text to miss/dodge now.

I've uploaded version 0.5, same download link as before. I've fixed a whole bunch of bugs and added some new content. Almost everything Mint Vanilla listed has been fixed I think, except the "press E/U to go to first food item/first equipment", forgot to add that one.

> Level Generation
You may have noticed that the exit tree was always in the top-left-most point of the map, and the entrance point was always in the bottom-right-most point of the map, I have changed this so that the exit and entrance can be anywhere on the X axis.
Also, it was incredibly rare, but it was possible to get levels that couldn't be completed by Rarity (i.e. you would require flight/teleportation etc to get through something), this has been fixed with a bit of code that will check if a level is completable, and if not, will redo the level until it is beatable.

> Combat and monster bugs
There was a lot of bugs in the combat and monster levelup system, these have hopefully been fixed. Fixing these bugs made the monsters a lot tougher, so I've added some stat bonuses to the player as they level up too (one stat per level, on the seventh level you get an extra skill point, on the eight you get more HP/MP, then back to stats). Hopefully the game is still/better balanced now.

> Recipe book
If you press (R) you now open up a recipe book, where you can view any recipes you have learned. You learn recipes either by talking to NPCs or creating them yourself in the cooking pots. The recipe book is saved between play sessions.

>Keyboard changes
I forgot to add these to the how-to-play guide on the main menu, but the (C) key to cancel has been applied to more things, like the skill menu etc, you can now use the number keys to activate a skill, you can press (A) or (Z) to sort your inventory (A puts food on top, Z puts weapons on top), you can eat food off the ground using (E), and you now double tap escape to quit (a warning is added to your game log to let you know to press it again to quit)

> Mouse stuff
You can now mouse over stats, status effects, equipment and skills to get a description of them. Put your mouse over a tamed or summoned animal to view its HP

>Jungle Biome
A new biome has been added - the jungle. This doesn't make the game longer, but when you start a game, three biomes are picked from the current pool of four.

>New Things
A couple new creatures, an NPC and a couple new interactive objects! Added some rocks to the forest decoration as a start to RealismFactors' suggestion, will add more to this later.
>> No. 43513
in my personal opinion this game would be awesome if you can make some kind of open world game like old fallout games, towns, cities, caves, dungeons, forests, lots and lots of exploration and quests and secrets, some more sandbox
>> No. 43546
Heh, that's probably months/years more work than I was intending to put into this project =P
>> No. 43769
Been a while since last post, I took a week to work on part of a non-pony related survival horror thing that I'm developing - anyway, version 0.6 is up now!

>Midnight Castle/Discord Mode
This is the only really big change, now when you start a new game, you can choose from three scenarios - the Everfree Forest (the main game), Midnight Castle (venture into a castle and go up floors to fight Tirek and free your friends!) and Discord Mode (every room is a random forest biome or castle, and progress is one-way through portals that can be anywhere on the map! So once you step into the next area, you can't retreat!) - don't expect much difference in the endings =P
The high scores for each scenario are saved separately.

> Shift click to avoid stairs etc
You can now hold shift while moving to choose not to enter portals/stairs/log tunnels, this is essential for getting around the castle areas as stairs can generate in narrow corridors.

>Some minor level generation bug fixes

>Debug mode can be disabled
In the options you can now disable debug mode, when levels are generated, text is printed to the screen so that if it crashes, you can see at what stage the process crashed - in theory that should never happen, so it should be fine to disable it, and disabling it will make level generation a little quicker.
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