7DRL 2012 - Escape from the Vault

And other EUO offshoot projects!

Re: 7DRL 2012 - Escape from the Vault

Postby DrRude » Wed May 09, 2012 12:50 pm

Congrats, Egg!
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Re: 7DRL 2012 - Escape from the Vault

Postby eggmceye » Thu May 10, 2012 8:23 am

might start getting psyched up to do an update for it soon
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Re: 7DRL 2012 - Escape from the Vault

Postby Severian » Thu May 10, 2012 11:37 pm

eggmceye wrote:woo came equal 17th (out of 63) (in terms of the average score)

http://www.roguetemple.com/7drl/2012/

not bad, now I can get on with my life


grats egg
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Re: 7DRL 2012 - Escape from the Vault

Postby Magrock » Fri May 11, 2012 8:27 am

Great work, egg.
One suggestion for updates would be being able to save your game.
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Mon Jan 14, 2013 6:36 am

The things I missed while off the grid. Nice graphics. Damnit though. I've been working on rail lines myself and now I see you already have them. So much for that idea.
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Mon Jan 21, 2013 10:49 pm

Tried it and it was pretty cool. My droids kept dying and I had to get used to the old interface. I see that this game has lots of room for expansion but is nice that it is simple right now.

Any chance it will eventually use the same interface that current euo has?
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Re: 7DRL 2012 - Escape from the Vault

Postby Lemonope » Sat Dec 21, 2013 2:39 pm

Any updates, project seems dead, can't log in local host 28889 anymore :fp:
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Re: 7DRL 2012 - Escape from the Vault

Postby eggmceye » Sat Dec 21, 2013 3:16 pm

Lemonope wrote:Any updates, project seems dead, can't log in local host 28889 anymore :fp:


it should just work - if it says can't connect to host (localhost is yr own pc - there is no separate server that I host)
i) hit space
ii) ensure that the pc hasn't firewalled itself on that port - if you get the popup warning just allow access


as far as updates go I have actually been tinkering with it in the last few days ...
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Wed Jul 02, 2014 9:45 am

Just finished on mutant.

Ideas:
Use computer terminals for map
Rest in bed
Turn on/off lightsources
Charge attack
Search wall lockers for gear
Find house in wild for home base
Way to leave end game room to continue
Way to tinker to make ammo

Really didn't have ammo prob. Weight was a small pain but mostly slashed

Wil see if technician can use two pistols or two swords. Lost train o thought
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Re: 7DRL 2012 - Escape from the Vault

Postby eggmceye » Fri Nov 07, 2014 5:04 pm

actually did some work on this today ...
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Sat Nov 08, 2014 1:19 am

Awesome. Lately I've been muddling around with emus but pretty bored of them. Since diablo had some of the features I like about euo I've been playing "the hell" mod. But my mind is always wrapped in classic 2d games.

Just sent some c64 disks to an adventure construction set enthusiast. I'm hoping the file structure remains intact and he can turn them into roms for the various c64 emulators.

Doing some computer cleanup. Have had a blast with converting and editing mp3s.

I look forward to eftv changes.
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Re: 7DRL 2012 - Escape from the Vault

Postby 1[WoWz] » Tue Nov 11, 2014 5:25 am

I would most def. play a newer release of EFTV. I had a blast playing it for a few days when you first released it :)
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Re: 7DRL 2012 - Escape from the Vault

Postby eggmceye » Wed Nov 12, 2014 9:59 am

I'm making progress on this ... Am aiming to do a release soon. Other than the client (ie the .exe) being fully updated to the one EUO uses now, there probably won't be many changes other than some streamlining, bug fixing etc. This version I just want to make a more solid version of the 7dRL version without any feature creep etc. There may be one or two features added for 'balance' though.

After that might start looking at expanding it a little.
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Thu Nov 13, 2014 3:34 am

Sounds good to me.
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Re: 7DRL 2012 - Escape from the Vault

Postby DrRude » Fri Nov 14, 2014 3:26 am

eggmceye wrote:I'm making progress on this ... Am aiming to do a release soon. Other than the client (ie the .exe) being fully updated to the one EUO uses now, there probably won't be many changes other than some streamlining, bug fixing etc. This version I just want to make a more solid version of the 7dRL version without any feature creep etc. There may be one or two features added for 'balance' though.

After that might start looking at expanding it a little.


If you've already addressed this question forgive the repeat but is there any chance of this game going multiplayer?
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Fri Nov 14, 2014 8:58 am

Like a peer to peer private server? That'd be cool. Hell if you have online space put it up with the euo server.

..... I still need to get a laptop to play crypt wizard. Me ole xp comp won't play it.
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Re: 7DRL 2012 - Escape from the Vault

Postby eggmceye » Fri Nov 14, 2014 9:14 am

It could easily be converted to multi player but it's not something I'm interested in
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Re: 7DRL 2012 - Escape from the Vault

Postby Keighn » Fri Nov 14, 2014 11:10 am

I'm fine with it being upgraded to the current euo engine or close to it.
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Re: 7DRL 2012 - Escape from the Vault

Postby eggmceye » Tue Dec 02, 2014 10:32 pm

for the sake of posting, since these forums seem dead as a doornail ...

I'm hoping to release an updated version of EFTV soon. As stated earlier (maybe) it's more or less just a polished version of the 7dRL release but using the new client/server. I actually feel that it is a pretty grindy and simplistic game (much like euo? :roll: ) and could benefit greatly from some enthusiastic lua hackers/roguelike developers. I think it has a lot of potential, and it is cute, but it lacks depth.

Anyway here is my change log: it has everything done to the game since 7drl nearly 2.5 years ago? Still going on it though: working on some random map generation at the moment, and televangelist (mage) is getting an overhaul: the spells weren't very well thought out.

unpublished, unsorted updates in the last 2.5 years
* lua can now use c++ dungeon generators, using for vault gen (unfinished)
* only 1 cave level, 1 subway level
* added 2 more vaults but want to vary algorithms
* worked on continent shaping, not done yet
* continent is now outside and has daylight
* shooting with crossbow sometimes leaves arrow in the corpse
* changed lightning bolt to the directional version, not auto target (great for turn based game)
* mobs with guns can drop them + always drop ammo
* robots can drop energy cells
* added flavour text for items
* added flavour text for spells/abilities
* scrapped unarmed
* got rid of 'weapon mastery' which was completely unused tactics substitute, euo tactics are disabled too
* fixed timing: status don't expire at 2 turns left
* grenade harms player
* spider no longer self heals poison (irradiation)
* fixed paralyse time (it was very short)
* fixed enchanted weapon drops (were still euo ones): now dropping weapons of quake, charm, lightning, blink, weaken and paralyse
* sentry gun shoots laser (cosmetic)
* when a ranged weapon drops you now get some free matching ammo
* pills won't be ID'd if no effect noticed
* looking at tiles shows correct article
* when fire with F & have melee wep equipped, game auto switches to first bound ranged weapon to shoot then unswitches back to melee weapon
* rage does not bump (thus hidden) for teleevangelist & engineer, thus making it less obtrusive, since unused by these classes
* weapon overlays
* looking at the computer activates bird's eye map view (not very large, same as peergem)
* fixed ranged specials doing FX when failed
* ignoring fov refresh errors since it's single player turned based
* add some new/old sfx from euo
* using an item or eating etc uses a turn
* fixed map regen for new player
* items don't decay/disappear on game/map reload
* made bash work more often early on
* pills now id by name when eaten: and stay identified
* ied now gives xp
* fixed minimap
* started respawning last level but needs more variety
* added portal from 'the end' room to entrance of irradiated city
* rustavinious, bathplug won't respawn
* new player starts with knife and block bound
* put dog/bathplug sight range up to 5 - maybe increase again?
* intro screen
* cleaned up a lot of lua but still need to do food properly
* trialing auto stat bump for level up
* meditation and hiding are unavailable and hidden
* training mans not soulbound
* default speed slower
* added option to change client speed
* fixed vault sometimes not having exit
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Re: 7DRL 2012 - Escape from the Vault

Postby 1[WoWz] » Wed Dec 03, 2014 4:17 am

Wow Egg. Those changes sound pretty awesome. Will we get a new demo with the changes or are you holding out to eventually sell it like you have planned for Crypt Wizard?
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