Thursday, June 4, 2009

Another Review

Another review, this time from Game Set Watch's wonderful column @ play:

http://www.gamesetwatch.com/2009/06/column_play_2009_7drl_winners_1.php#more

Premise: There is something of a story here, but honestly I didn't pay too much attention to it. No, Nyctos is basically a random dungeon crawl just like mother used to make. One with an interesting, ultimately infuriating, lighting simulation.

First off: they stole the title screen music from Castlevania's ending screen. All the music seems to be swiped from 8-bit games, in fact. Castlevania was so hard I bet they thought no one would notice....

In the style of the standard of the genre, Nyctos is a game of exploration, resource management and combat in a series of increasingly-dangerous dungeon levels. Much more attention has been paid to the surroundings than usual; there are a number of things in the game that can be examined with a keypress that have no game function that I can discern, but are there as "dungeon dressing." Monsters, the first time a member of a species is seen, bring up a page of descriptive text. It is a welcome detail that other authors could stand to pick up on.

The combat isn't greatly challenging, at least what I saw of it. The game is one of the few seen this year to offer a full experience system. It even provides for player-selected stat gains upon gaining a level.

Let me move on to the game's primary feature and, to my mind, its downfall. Astrisks found in the dungeon represent potential light sources. The dungeon can be quite dark if they're not lit when they are come across. Shift-'L' while standing on one lights it (or lets you light something in inventory), and 's' (unshifted) snuffs one out. Although the darkness in most areas is annoying, and may even force you to turn your monitor brightness up, the light effects aren't bad. Annoyingly, some walls look just like dimly-lit floor spaces. This sometimes causes confusion, but it's not particularly common.

Worse is the fact that all light sources, the ones that I found at least, have a limited duration while on. The player begins with a torch, and can find more sources in the dungeon. The game is unplayable without a light source, it's just too dark. You can't even see your character's '@' symbol without a light source. Torches last a good while, but only provide one or so spaces of light, and I had to strain a bit to see even in that. The radius extends some way beyond that, but only dimly. In a way that's worse than the normal route of just not displaying things out of sight, because the player himself, sitting at the monitor, can strain to see things far off.

It'd probably be less annoying if a torch provided more light. Lanterns can be found once in a while and they provide another space or two of light while they last. There are braziers in some rooms that can be lit, and they provide a great deal of light for a while, but don't last very long and seem to be too cumbersome for transport. There is a scroll of illumination that provides a good level of light for a pitifully short number of turns, and a scroll of light that creates one permanent, but stationary, magical light source. All these drawbacks and caveats mean that, for the good majority of the game, the player will have to put up with torchlight for his illumination needs, and that gets old fast. It doesn't help a bit that the game doesn't "remember" places outside of his sight range, so he must put up with the low illumination even when navigating places he's already been.

Verdict: The game's attention to detail is admirable, but its star feature, the lighting system, seems to be more aggravating than atmospheric.


I actually really liked this review and believe its criticisms are spot on. Many other reviewers didn't read the manual and missed important commands like Shift-L, but John's review is based on an educated stab at the game with a full understanding of its controls and a very good intuition for its goals.

Good catch on the Castlevania rip-off.

As @ Play's review notes, the main feature of the game, the lightning system, gets tedious really, really fast. I believe this is primarily a function of how skeletal the game is. My ultimate goal for light in the game is kind of like food in crawl or perhaps corruption in ADOM. It should be a resource to manage, with mismanagement leading towards death, but its presence in the game shouldn't be overbearing to the point where dealing with it is not pleasurable.

Some things to come and tweaks that should make it less annoying, even as MaxyB begins work on item construction modifiers and monster abilities:

  • A more gradual transition to pitch black
  • Fixed ambient light sources (phorphorescent lichen, fungi, etc)
  • Larger light radius from items (compensated with larger rooms perhaps)
  • The addition of fire (using torches to start brief, bright fires by burning corpses, scrolls, wooden items, fire breathing monsters, etc)
  • More comestibles (potions of bioluminescence as an example).
I should note that John never found scrolls of shining egress. That's a good example of an item implemented to solve a problem (namely, where the hell are the stairs).

Ultimately, however, finding yourself at a low level with no light should be a guaranteed death. Making the lighting interesting, tactical, but fun is priority number one.

Tuesday, March 24, 2009

Nyctos 1.0.1 Released

Nyctos 1.0.1 is good to go! Hop over here to get it.

The complete change log can be found here.

The most important changes, besides all the bug fixes, are the additions of potions of farsight/scrolls of shining egress, and the changes to the font. The new comestibles will make stair hunting on 3-4 less mind-crushing. The change to font will make seeing items near you much easier.

We eventually plan to add a view-toggle mode that let's you switch between a large font and a smaller one. We'll also had a command that displays all items that you can currently see, kind of like the Alt command in Diablo.

I suspect this release will be too easy. We'll see!

Nyctos 7DRL Review

Cymon's game decided to review all of the 7DRL entries this year. You can find all of this reviews here.

Nyctos got a fairly decent review. The full review is reproduced here:

I suppose somewhere there’s someone who complained that there aren’t enough really rogue-like roguelikes programed in python out there. For that person there’s Nyctos. If you haven’t played any of the roguelike canon you’ll be lost because Nyctos uses the standard roguelike key layout for item management, navigation, everything and doesn’t provide a readme to help you get started. I haven’t played many roguelike games for very long so I was forced to learn by keyjamming. I guess I could have looked it up, too.

Nyctos has a standard cRPG story: Isolated town in the middle of nowhere unlocked an ancient evil and the daring hero played by you has shown up to descend the depths and… yadda yadda yadda. I don’t mean to sound flippant here, but the story really isn’t the hook of Nyctos.

What Nyctos really does well is showcase its engine which provides gorgeous visual effects, including a speech bubble message system to highlight the action, and sound. Nyctos is not mute, and that’s a good thing in a sea of silent 7DRLs. I don’t know if the engine was produced as part of of the 7 days or if the game leaned heavily on an engine that was made outside of the challenge so as to get as much focused development. The latter seems more likely due to the monumental task building a game like this from the ground up would have been.

My criticism of Nyctos is that it didn’t think much of player new to the roguelike genre. I would ask for the courtesy of a help screen with a “Press ‘?’ for help” placed anywhere. Also the only place you can see is within your line of sight, meaning that most of the screen most of the time is a vast expanse of blackness. For showcasing an engine it’s a bleak thing to look at all that blackness. Finally, the game doesn’t seem to like it’s own ‘X’ button in windows. If I didn’t use the keyboard to quit I had to use the task manager to kill a frozen application.

If you’re a hardcore fan of roguelikes then Nyctos is right up your alley, demonstrating what time and advanced programming languages can do for the genre. If you’re not you may be better off passing on this one.

I think this review actually does a decent job of what we're shooting for with this game. I'm not interested in a RL that's terribly friendly to newcomers like DoomRL. Nyctos is tailored towards RL veterans who are already familiar with games like ADOM and Crawl. It's unfortunate that the reviewer did not read the online manual, since not knowing how to activate the torch is kind of a gamebreaker. However, we have taken most of his suggestions into consideration and the next version of Nyctos will feature in game help and less blackness on the screen.

Wednesday, March 11, 2009

Day 4 Progress Notes

Day 4 over.
Going strong, but starting to get worried about the amount of time
left. Most of tomorrow gets sucked up by classes.
- Wearable items, including weapons and armor
- Creature statistics
- Creature stat modifiers, and stat-modifying events
- Monster generation
- Wearing, wielding, removing, unwielding, and associated events
- Player status display
- Wearables affecting stat modifiers

Tuesday, March 10, 2009

Developer's Progress: Days 1-3

Mary Haas, dead Muskogean linguist extraordinaire, is the coder behind Nyctos. James Madison, statesman, political philosopher, and roguelike connoisseur (also deceased), handles the prose work, vault design, and prose.

Mary's March 9 Progress Notes:

End of Day 2.

More time has been sucked up by real-life commitments than expected,
but decent progress has been made so far.
- Moving @.
- Basic town generation.
- A working, but still very simple dungeon level generator
- Look command
- Open door command
- Message display
- Event scheduling and handling
- Basic character stats

Due to fortuitous circumstances at work, tomorrow should be almost a
full productive day of roguelike coding!

Mary's March 10 Progress Notes:

Day 3 over. Decent work done today, but will need to pick up the
pace.
- scriptable room templates for dungeon generation
- started designing a number of room templates (mostly James)
- scriptable item placement
- started scrolls
- inventory and weight tracking
- get command
- drop command
- item selection interface
- item related events
- lots of monster descriptions written by James
- various planning/design tasks by James
Nyctos is a small (coffee break?) hack-and-slash roguelike revolving around light designed by a linguist and an elder statesman for the 2009 annual Seven Day Roguelike Challenge. The game is written in Python using a roguelike engine named PAROLE. The thread announcing Nyctos' entry into the challenge can be found here:

http://groups.google.com/group/rec.games.roguelike.development/browse_frm/thread/1ba60626178b0085

All entries can be found here:

http://www.roguetemple.com/forums/index.php?topic=343.msg2681#new