## Witchaven, the Roguelike

Show off your games, demos and other (playable) creations.
Ubermann
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Posts: 146
Joined: Mon Nov 05, 2012 4:00 pm

### Witchaven, the Roguelike

WITCHAVEN THE ROGUELIKE.

LAST VERSION RELEASED = 0.9 BETA 5
WARNING: SAVEGAMES PREVIOUS TO BETA 5 ARE INCOMPATIBLE WITH BETA 5 AND WILL PROBABLY CRASH THE GAME

http://asciirealm.blogspot.com.es

https://www.box.com/s/7ek816g8n7jsywcxja2e

Direct link to the 0.9b5 .love attachement (Recommended)
Direct link to the 0.9b4 .love attachement
Direct link to the 0.9b3 .love attachement
Direct link to the 0.9b2 .love attachement (Obsolete)
Direct link to the 0.9b1 .love attachement (Obsolete)

Please, let the bug reports and feature request to flow.
Remember that it is still a beta version and some features are still unimplemented, although the game is 100% playable, you can win the game... or die ^_^

Enjoy.
Attachments
wirl_0.9b5.love
wirl_0.9b4.love
wirl_0.9b3.love
Last edited by Ubermann on Wed Jan 09, 2013 4:13 pm, edited 11 times in total.

kikito
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Joined: Sat Oct 03, 2009 5:22 pm
Contact:

### Re: Witchaven, the Roguelike

Hi there!

In the meantime, in your page you say that the user needs
To play it you need a LUA interpreter that is 100% compatible with LUA 5.1, and LÖVE engine
Are you certain about this? I ask because LÖVE comes with its own version of Lua, you normally don't need to install a separate one. (Also, its Lua, not LUA)
When I write def I mean function.

coffee
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Posts: 1206
Joined: Wed Nov 02, 2011 9:07 pm

### Re: Witchaven, the Roguelike

Nice to see in last times "classic" roguelikes appear in LOVE. I didn't have the time to test it much but I liked what I saw. One (big) complain only for now: the "free" key control could be somewhat dangerous. People need to have very careful, don't relax and make wrong moves. Well because that could be the same as our death in the game. So a love.keypressed type of control option would be good. And congratulations! Hope see improvements and further development on this.

https://love2d.org/wiki/love.keyboard.setKeyRepeat

Another problem:
1 to 5 [in numeric keyboard] Uses the specified potion
Sadly a lot of notebooks/portables don't have numeric keyboard and you already use numeric keys for weapons. I'm playing with a regular desktop Mac and as many without extra numeric keys so can't use potions.

Roland_Yonaba
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Posts: 1563
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### Re: Witchaven, the Roguelike

I can't even get connected to opendrive.com.
Can't just post the *.love here ?

Ubermann
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Posts: 146
Joined: Mon Nov 05, 2012 4:00 pm

### Re: Witchaven, the Roguelike

kikito wrote:Hi there!

In the meantime, in your page you say that the user needs
This is absolutely weird.

The new links are in the webpage, try them, and if you have any problem, please let me know.
kikito wrote:
To play it you need a LUA interpreter that is 100% compatible with LUA 5.1, and LÖVE engine
Are you certain about this? I ask because LÖVE comes with its own version of Lua, you normally don't need to install a separate one. (Also, its Lua, not LUA)
Ok, I deleted that phrase from the description. I thought I need some Lua interpreter to run LÖVE.

Thanks for the tip.
coffee wrote:Nice to see in last times "classic" roguelikes appear in LOVE. I didn't have the time to test it much but I liked what I saw. One (big) complain only for now: the "free" key control could be somewhat dangerous. People need to have very careful, don't relax and make wrong moves. Well because that could be the same as our death in the game. So a love.keypressed type of control option would be good. And congratulations! Hope see improvements and further development on this.
Thanks for feedback.

Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
https://love2d.org/wiki/love.keyboard.setKeyRepeat
In fact, I used the love.timer.sleep for reducing the CPU time consumption, but I don't know if it is necessare or if LÖVE itself controls this. Usually, in other languages, such as FreeBasic, it is necessary to set this so the CPU is not used completely.
coffee wrote: Another problem:
1 to 5 [in numeric keyboard] Uses the specified potion
Sadly a lot of notebooks/portables don't have numeric keyboard and you already use numeric keys for weapons. I'm playing with a regular desktop Mac and as many without extra numeric keys so can't use potions.

BTW only healing potions are implemented, although the next release I will try to finish them all.
I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.

I will definitely look into this.

I can't even get connected to opendrive.com.
Can't just post the *.love here ?
I changed the links in the webpage.

Also I post the .love in the first post.

I'm not sure what is wrong with opendrive... I tried from my PC and from work and was working well...

coffee
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Posts: 1206
Joined: Wed Nov 02, 2011 9:07 pm

### Re: Witchaven, the Roguelike

Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
Well I know that feeling but only happen in very few rogues. I think you should implement the "run mode" along the usual behavior to halt when monsters sighted. In another way game turns a bit critical and totally dangerous in combat situations. I had too several wasted movements in peace situations.
In fact, I used the love.timer.sleep for reducing the CPU time consumption, but I don't know if it is necessare or if LÖVE itself controls this. Usually, in other languages, such as FreeBasic, it is necessary to set this so the CPU is not used completely.
It's very usual see in first Love games made the call of "wait". But after that we could probably finger count the number of people who use that command in LOVE. I'm not technically expert on this and will leave to someone more qualified but my feeling is that LOVE deals well with that. Also your game is a turn based/very low demanding, so IMHO don't worry too much with that problems.
I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.

I will definitely look into this.
You really have. My solution would be something similar and simple like this:
numeric keys = weapons
numeric keys+shift = potions
numeric keys+crtl = spells

Ubermann
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Posts: 146
Joined: Mon Nov 05, 2012 4:00 pm

### Re: Witchaven, the Roguelike

Also I would thank some game difficulty feedback.
BTW I know it is too hard, and I'm not sure if it is possible to survive more than depth level 3 or 4 without fleeing all the time.
I have reduced the monsters' damages and I'm testing it.
I have also finished all potions except fire resistance.

I will test everything and release a new BETA with some bugfixes, additions and modifications.
coffee wrote:
Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
But depending on what the community says, I may change it :-)
Well I know that feeling but only happen in very few rogues. I think you should implement the "run mode" along the usual behavior to halt when monsters sighted. In another way game turns a bit critical and totally dangerous in combat situations. I had too several wasted movements in peace situations.
In fact, I am going to implement a switchable way to do this:
the player may choose to always run no matter what, walk cell-by-cell and run but halt when monster is seen.
coffee wrote:
In fact, I used the love.timer.sleep for reducing the CPU time consumption, but I don't know if it is necessare or if LÖVE itself controls this. Usually, in other languages, such as FreeBasic, it is necessary to set this so the CPU is not used completely.
It's very usual see in first Love games made the call of "wait". But after that we could probably finger count the number of people who use that command in LOVE. I'm not technically expert on this and will leave to someone more qualified but my feeling is that LOVE deals well with that. Also your game is a turn based/very low demanding, so IMHO don't worry too much with that problems.
The question is if every love.update cycle is done without any restrictions, then I'm not sure if LÖVE devours all CPU time to make the most update cycles possible. AT least that is how it works in FreeBasic and other languages, so you need to place a sleep or something to avoid that unlimited thing.
coffee wrote:
I also thought about laptops with num. keyboard. I guess what keys could be used instead of them, not being normal numbers or function keys, that are already taken. Maybe QWERTY, but right now i'm not sure if all those keys are free.

I will definitely look into this.
You really have. My solution would be something similar and simple like this:
numeric keys = weapons
numeric keys+shift = potions
numeric keys+crtl = spells
I have modified it.

Now it is:
1, 2, 3, 4, 5, 6, 7, 8, 9 = switch weapons
F1 to F8 = cast spells
Ctrl+1 to Ctrl+5 = quaff potion

Actually, the F1 to F8 is the same keybinding as the original Witchaven PC game for casting the spells, the 1 to 9 the original to switch weapons.
Potions were selected with [ and ] keys, and then pressed RETURN to use the selected one.
But I think it's better a Ctrl+num because it's faster.

stout
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### Re: Witchaven, the Roguelike

Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
Haven't tried the game yet, but are you talking about key repeating? In love.load() add a line like

Code: Select all

	love.keyboard.setKeyRepeat(0.01, 0.2)
and see how that works for you.

Ubermann
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Posts: 146
Joined: Mon Nov 05, 2012 4:00 pm

### Re: Witchaven, the Roguelike

In addition to the new BETA that I'm going to release today, later one, wit lots of additions, modifications and bugfixes, I am working on an Android version.

Rght now i am working on the control part.
I will use the touchscreen for everything, instead of a virtual keyboard.
For changing weapons and using potions and such, just press in the potions/weapons part to use or switch them.
For moving, tap on left, right, up or down part of the map.
To apply or pickup items, tap in the most center part of the map.
To save and quit, double-tap in messages log.

Also it requires heavy changes in saving and loading, since love.filesystem doesnt seem to work on android.
And not less important, a framerate enhancement. I tried it and it is a bit slow, maybe around 10FPS in my device.
stout wrote:
Yes, it could be dangerous. But the problem of making the movement in love.keypressed is that moving large corridors or places could be a bit tedious and the player would need to press the key to move a lot of times. So I decided the free movement could be better or more comfortable for moving.
Haven't tried the game yet, but are you talking about key repeating? In love.load() add a line like

Code: Select all

	love.keyboard.setKeyRepeat(0.01, 0.2)
and see how that works for you.
I will try it as soon as possible.
If it works as promised it could be a great change in how it works

Ubermann
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Posts: 146
Joined: Mon Nov 05, 2012 4:00 pm

### Re: Witchaven, the Roguelike

NEW VERSION RELEASED.

IMPORTANT: WINDOWS USERS MAY ENJOY NOW A STANDALONE 32BIT EXECUTABLE. JUST DOWNLOAD AND PLAY.

Full changelog dump for 0.9BETA2:

Code: Select all

[Changes]
- Moved potion keys from numeric keyboard to Alt+Number
- ^Q doesn't remove your possible suspended game files.
- Removed the health recovery every 10 turns.
- Slightly reduced monsters damage
- Slightly increased corpses appearance
- Slightly increased item appearance during map generation
- Increased experience gains due to killings and gold pick ups
- Disabled "Save game" options ( Ctrl+S )
- Changed monster stats, now growing with depth level
- Changed key handling method from love.update+sleep to love.keypress+setKeyRepeat

- Added GUI tips overly when start a new game
- Added Invisibility, Strength and Antidote potions
- Fixed some misspellings and some twekings to in-game help commands text