[DiabloRL] DiabloRL Pre-Release -- the 7 day roguelike ;-)

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Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

"Kornel Kisielewicz" <kisielewicz@gazeta.pl> wrote in message
news:d12nsr$qp9$1@inews.gazeta.pl...
> So it came to be, that there was a great revolution within the burning
> hells... DiabloRL was born...
>
> Well folks, here it is -- my 7 day Roguelike. Written using GenRogue's
> Valkyrie Input/Output/GUI library. Consisting of 142KB of FreePascal
> source
> code (not including Valkyrie)... have fun. And tell me if you like it --
> maybe a full version of DiabloRL will see daylight ;-).
>
> Remember that this was made in 7 days -- it's very incomplete, and many
> many
> features are missing. It stil strives to be true to the original.
>
> Get it while it's hot:
> http://chaos.magma-net.pl/diablo/
>
> There is just one class -- the Warrior.
>
> This version is based around the Diablo Demo Pre-Release version. Some of
> the functionality is still missing tough. For example you can only "buy"
> in
> shops, and there's no magic (books, spells, staves) at all. The NPCs are
> very incomplete (and some missing at all). You can talk wth them about the
> Butcher tough ;-)
>
> There are only 4 levels of the Church to walk around, and the game ends
> when
> you kill the Butcher.
>
> After death the game leaves "mortem.txt" with the info about the dead (or
> winning) character. You can post it on rec.games.roguelike.misc newsgroup
> if
> you wish, but please add a tag stating [DiabloRL] to the
> topic.
>
> If I would (only if I get enough motivated by you ;-)) ever make a full
> version it would have:
>
> -- the full range of Diablo items, monsters, uniques, prefixees and spells
> -- catacombs, caves and hell -- each with a unique level generator
> -- all the original Diablo quests with the original texts
> -- all the hidden quest locations and uniques
> -- additional quests that by Blizzard that didn''t appear in Diablo
> -- full spell and missile weapon system
> -- six classes -- Warrior, Mage, Rogue, Monk, Bard and Barbarian
> -- maybe additional Hellfire content -- spells, items, quests, uniques.
> -- Programmer''s edition -- how the author himself see''s the world of
> Diablo
> -- proper shops, and special rooms in dungeons
>
> Now, just somebody try to convince me, that Diablo wasn't a roguelike --
> here's proof ;-).

Well, played it again... finished this time.
BTW:

>> - I don't think anyone is ever going to be able to afford the Berserk
>> Sword as is. :)

>It wasn't intended to be buyable :-D. It's an easter egg -- I was reading
>the Berserk Manga during the week that I wrote DRL, and couldn't resist
>;-).

It can on the other hand Drop! I enjoyed tooling around with it... I only
found one decent armor (Quilted 10) and it broke a few rooms before the
butcher.

--------------------------------------------------------------
DiabloRL 7DRL PRERELEASE roguelike postmortem character dump
--------------------------------------------------------------

Darden, level 9 warrior, killed the Butcher
in Butcher's Hideout, after 2 turns.
He scored 134532 points, killing 415 hellspawn.

He advanced to level 9 gainging 49012 experience.
He found 3089 gold coins.

-- Statistics ------------------------------------------------

Strength 50/50
Magic 10/10
Dexterity 20/20
Vitality 45/45

Life 126 Mana 18
Armor 7 ToHit 60

-- Equipment -------------------------------------------------

[ Head ] nothing
[ Neck ] nothing
[ Torso ] nothing
[ Weapon ] berserk sword (10-20) <--- Nice drop
[ Shield ] buckler [3] <--- My 4th
[ RRing ] nothing
[ LRing ] nothing

-- Inventory -------------------------------------------------

potion of Full Healing
potion of Full Healing
club of disease (1-6)
morning star of atrophy (1-10)
cape of disease [2]
small axe of vitality (2-10)
scimitar of dexterity (3-7)
buckler of quality [4]
potion of Healing
potion of Healing
potion of Healing
potion of Healing
potion of Healing
potion of Healing
3089 gold coins

--------------------------------------------------------------
Nicely done
Danny
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

ABCGi wrote:
>> FreePascal? You think so? First I would need to publish Valkyrie
>> tough.
>
> Oh I forgot about that... your the only programmer in the world using
> that so I guess open source is a waste of time ;D

No, seriously ;-). Would you ever look at Pascal code ABCGi?
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Kornel Kisielewicz wrote:
> ABCGi wrote:
>
>>>FreePascal? You think so? First I would need to publish Valkyrie
>>>tough.
>>
>>Oh I forgot about that... your the only programmer in the world using
>>that so I guess open source is a waste of time ;D
>
>
> No, seriously ;-). Would you ever look at Pascal code

Perhaps. If I'd accidentally swallowed poison and needed to induce
vomiting, I might.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

konijn_ wrote:
> I remember a survey that showed an astonishing amount ( I was
> astonished 😉 of people that use FreePascal. FreePascal to me at least
> brings back ye good old DOS days.

A very incomplete point of view. In the possibilities FreePascal is not much
behind C++ -- it is ported to almost all GNU C++ supported platforms, has
dedicated libraries for many, and Lazarus (it's Delphi-like add-on) compiles
under both Windows and Linux (or maybe also others). I also made a few
graphics projects (SDL/OpenGL) and they didn't seem less efficient then
C++...
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Hansjoerg Malthaner wrote:
> Jeff Lait wrote::
> It's sad that "like" doesn't include "inspired by". IMO Diablo is a
> perfect mix of roguelike ideas with realtime, graphics, music and
> multiplayer support.

I second that,

> When I played, the influences always have been apparent. For me it
> was a "roguelike" in my rather generous interpretation of that word :)

Well, DiabloRL is a proof that Diablo is a roguelike :-D. I used the *exact*
same mechanics for DiabloRL that were used in Diablo (wonder if somebody
noticed that).
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.misc,rec.games.roguelike.development (More info?)

Arthur J. O'Dwyer wrote:
> On Mon, 14 Mar 2005, Kornel Kisielewicz wrote:
>>
>> So it came to be, that there was a great revolution within the
>> burning hells... DiabloRL was born...
>
> Very nice! I can actually play it without needing to consult a
> manual at every step, which is a big plus. (When I tried Gearhead
> last year, I was turned off by the initial complexity.)

This turned me off too :-(. I still promise myself I will seriously go into
GH someday. Ease of UI was always a high priority for me -- as you may have
noticed DoomRL's UI is also quite straightforward.

> In fact, it looks like the 'a' action key is only needed to close
> doors at the moment,

This was needed. But bloating the UI with additional commands for open/close
seemed pointless.

> and that's not much of a useful strategy when
> you have no HP regeneration, anyway!

It does help when you open a room and suddenly see more monsters than you
can handle.

> I got all the way to the end and was fighting the Butcher when the
> game seemed to freeze; nothing I pressed made any difference. The
> last line of output was "You miss the Butcher. The Butcher misses you."
(or
> something equivalent). I don't know exactly what happened before the
> freeze...

Ughhh, this is a realy fatal bug :-(. I'm sorry :-(. But as a good info --
you won -- if you would look at mortem.txt afterward you would see the
victorious characters stats.

> this RL, in its present state, definitely encourages
> mindless arrow-pushing to kill monsters.

Which isn't bad. It's Diablo after all.

> I like the monster distribution; it feels a lot like the original
> Diablo demo in the way you have small groups of zombies, single or
> large groups of skeletons, et cetera.

🙂
I'm happy someone noticed :-D

> Monster AI could use some work. A few times, I intentionally
> opened a bunch of doors between the same two rooms to see if the
> monsters would try to surround me by coming out of two or three doors at
once.
> Nope. 🙁 I would like to see a few "wandering monsters" when
> you're traveling back through already-explored territory. It wouldn't be
authentic,
> but it's boring otherwise. :) Just a few skeletons or something to
> keep the player alert.

Monster AI is *very* stupid at this moment -- but hey it's a 7drl after all!

> I like the town map a lot. Are the doors to houses ever going to
> work? (I never figured out whether the houses in the Diablo demo were
> enterable or not.)

They didn't. But if I would ever continue working on it, I have an idea to
add a few additional quests that would allow such a thing ;-).

> The falchion and a high Str are just as overpowered in DiabloRL as
> in the real thing. 😉

True to the original :-D.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Arthur J. O'Dwyer wrote:
> On Mon, 14 Mar 2005, Arthur J. O'Dwyer wrote:
> My second game, just five minutes ago, I tried for a "quick dive"
> (before classes! 😉 and got utterly trounced by plague eaters on
> level 2. But it was actually the "invisible" skeleton captain who did
> me in. Conclusion: DiabloRL does punish quick descents. This is a good
> thing, IMVHO.

Uh, I need to fix that invisible monster bug :-(.

> BTW, it's "sarcophagus" --- it "eats" dead things, not holy
> things. :) I can get you a list of all the misspellings, if you want.

If I decide to continue the game I would love to 🙂. Unfortunately as for
now, nobody asked me (no e-mail, no post) for continuing it, so I'll rather
focus on GenRogue, DoomRL and Starless.

> I had actually been going to 'strings' the executable and post a
> spelling-correcting patch for it, but... Isn't there /some/ way to
> turn off all that debugging stuff on your compiler? It must have an
> entire interpreter in there! 2M of stuff, and more than 10 percent of
> it is strings that are never used for anything.

Those strings are magic -- they are used to produce LineInfo backtrace
information in case of a crash. And for me it's the difference between
fixing a bug right after it's reported (when the Trace is included) and not
fixing it at all. So as long as beta versions will come out they will always
be bloated. A debug-info-stripped exe is about 400KB.

> One of those even
> misspells "Keyboard" as "Keybaord".

Stupid me -- 😎 this is absolutely a typo.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Elethiomel wrote:
> Kornel Kisielewicz wrote:
>> So it came to be, that there was a great revolution within the
>> burning hells... DiabloRL was born...
>
> Love it!

:-D

> A suggestion...
>
> Quick-slot bar. There's room for a few potions or scrolls on the
> "----" bar on the lower edge of the screen. Associate them with
> numbers, and we won't have to open the inventory every time we wanted
> to drink a potion. And as a bonus, it'd include more of that Genuine
> Diablo feeling.

I had that planned 🙂. But actually there is not much space on the status
bar :-/ -- it's used for armor/shield/weapon damage and level-up indicators.

> I really want to see a more complete version of this. With repair and
> sell included, so I could afford those nice weapons.

Ok, you're the first :-D
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"From what I've read, a lot of people believe that GenRogue exists and
will be released some day" -- Arxenia Xentrophore
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Kornel Kisielewicz wrote:
> Elethiomel wrote:
>
>>Kornel Kisielewicz wrote:
<snip>
>>Quick-slot bar. There's room for a few potions or scrolls on the
>>"----" bar on the lower edge of the screen. Associate them with
>>numbers, and we won't have to open the inventory every time we wanted
>>to drink a potion. And as a bonus, it'd include more of that Genuine
>>Diablo feeling.
> I had that planned 🙂. But actually there is not much space on the status
> bar :-/ -- it's used for armor/shield/weapon damage and level-up indicators.

I meant the line between the status bar and the playing field... the one
that consists of dashes all the way through. A few quickslots could be
built into this, I think, like;
----------[!]--[!]--[ ]--[%]-----------
with colours of potions indicating what they are. Scrolls are more
difficult to identify in a one-symbol slot though, so maybe restrict it
to potions.

>
>>I really want to see a more complete version of this. With repair and
>>sell included, so I could afford those nice weapons.
> Ok, you're the first :-D

I don't think I'm the first to think it. I may be the first to say it,
though.
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Twisted One wrote:
> Kornel Kisielewicz wrote:
>> ABCGi wrote:
>>> Oh I forgot about that... your the only programmer in the world
>>> using that so I guess open source is a waste of time ;D
>>
>> No, seriously ;-). Would you ever look at Pascal code
>
> Perhaps. If I'd accidentally swallowed poison and needed to induce
> vomiting, I might.

Pelicular, that's what I use C++ code for ;-)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Elethiomel wrote:
> Kornel Kisielewicz wrote:
>> I had that planned 🙂. But actually there is not much space on the
>> status bar :-/ -- it's used for armor/shield/weapon damage and
>> level-up indicators.
>
> I meant the line between the status bar and the playing field... the
> one that consists of dashes all the way through. A few quickslots
> could be built into this, I think, like;
> ----------[!]--[!]--[ ]--[%]-----------
> with colours of potions indicating what they are. Scrolls are more
> difficult to identify in a one-symbol slot though, so maybe restrict
> it to potions.

It would need to have it explained in the manual, which would destroy the
clearness of the UI. But on the other hand, this would be an additional
feature that wouldn't provide any game-benefit but play-benefit so it would
probably be ok.

>> Ok, you're the first :-D
>
> I don't think I'm the first to think it. I may be the first to say it,
> though.

We'll see :-D. Up to date, DiabloRL was downloaded 138 times, which is much
less then DoomRL's almost 1000 (my ISP is going to kill me any day now for
this bandwith overflow -- I never thought it would get this far ;-D).
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Oh come on. We both know the truth about this game -- vapourware." --
Anathiel about GenRogue
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Kornel Kisielewicz wrote:
> ABCGi wrote:
>
>>>FreePascal? You think so? First I would need to publish Valkyrie
>>>tough.
>>
>>Oh I forgot about that... your the only programmer in the world using
>>that so I guess open source is a waste of time ;D
>
> No, seriously ;-). Would you ever look at Pascal code ABCGi?

Perhaps, I did it in Uni and used Borland Turbo Pascal for quite a while
back in those heady days!

Respect to all the FreePascal peeps - love to your mamas...

There should be a Pascal that is dot Net compatible, the idea being you
use your preferred language to create the same compatible intermediate
code... any plans to have an option to compile FreePascal into dot Net
intermediate code?

--
ABCGi (geek) http://codemonkey.sunsite.dk S14 D15 C13 I17 W9 c12
GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
w+++(--)$ O- !M- V PS++(+) PE-@ Y+(++) PGP>++ t++ 5+ X R(+++) tv
b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

ABCGi wrote:
> There should be a Pascal that is dot Net compatible, the idea being you
> use your preferred language to create the same compatible intermediate
> code... any plans to have an option to compile FreePascal into dot Net
> intermediate code?

Why? .NET is a Microsoft thing, and hence inherently evil. Indeed, it's
their latest attempt to take over the world is it not? Or at least the
internet. All your personal information are belong to us, and so forth.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

ABCGi wrote:
> There should be a Pascal that is dot Net compatible, the idea being
> you use your preferred language to create the same compatible
> intermediate code... any plans to have an option to compile
> FreePascal into dot Net intermediate code?

There is a plan to do that, cause Delphi 9 compiles to DotNET. Some crazy FP
guy is also trying to make a JavaVM output all by himself ;-)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Shadows universe is non-heroic, unfair, cruel and designed to start
playing on your nerves and sanity." -- Anubis
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Twisted One wrote:
> ABCGi wrote:
>
>> There should be a Pascal that is dot Net compatible, the idea being
>> you use your preferred language to create the same compatible
>> intermediate code... any plans to have an option to compile FreePascal
>> into dot Net intermediate code?
>
> Why? .NET is a Microsoft thing, and hence inherently evil. Indeed, it's
> their latest attempt to take over the world is it not? Or at least the
> internet. All your personal information are belong to us, and so forth.

Agreed that MS is evil.

In this case the .NET framework being able to support each persons
preferred language (assuming the language compiler makers make a .NET
version or option) is relevant.

BTW: IMO PPL that snip short posts are also evil forum kiddies :)

--
ABCGi (geek) http://codemonkey.sunsite.dk S14 D15 C13 I17 W9 c12
GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
w+++(--)$ O- !M- V PS++(+) PE-@ Y+(++) PGP>++ t++ 5+ X R(+++) tv
b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Kornel Kisielewicz wrote:
> ABCGi wrote:
>
>>There should be a Pascal that is dot Net compatible, the idea being
>>you use your preferred language to create the same compatible
>>intermediate code... any plans to have an option to compile
>>FreePascal into dot Net intermediate code?
>
> There is a plan to do that, cause Delphi 9 compiles to DotNET. Some crazy FP
> guy is also trying to make a JavaVM output all by himself ;-)

Thought there might be... too many ppl with too much free time out
there... and in here!!!

:)

--
ABCGi (geek) http://codemonkey.sunsite.dk S14 D15 C13 I17 W9 c12
GCS/IT$/L/B$ d+(-) s: a? C++ ULUSU-- P+ L+>++ E- W++$ N+ o+ K--
w+++(--)$ O- !M- V PS++(+) PE-@ Y+(++) PGP>++ t++ 5+ X R(+++) tv
b++(+) DI++++ D+++ G e++>+++ h++(home office!) r++ y++* BAS-----
 
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On Wed, 16 Mar 2005 01:12:07 +0100, "Kornel Kisielewicz"
<kisielewicz@gazeta.pl> wrote:

>If I decide to continue the game I would love to 🙂. Unfortunately as for
>now, nobody asked me (no e-mail, no post) for continuing it, so I'll rather
>focus on GenRogue, DoomRL and Starless.

Starless? I don't believe I've seen you mention that one before.

R. Dan Henry
danhenry@inreach.com
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

On Mon, 14 Mar 2005 13:35:46 +0100, Hansjoerg Malthaner
<hansjoerg.malthaner@nurfuerspam.de> wrote:

>Jeff Lait wrote::
>
>> DiabloRL is obviously not a roguelike. Look how close it is to Diablo,
>> and since that is not a roguelike, it cannot be one either!
>
>I feel this is meant as a joke, but I want to add a few serious words:
>
>It's sad that "like" doesn't include "inspired by".

Yes, then it can have a complete arbitrary and subjective meaning that
has nothing to do with actual similarity.

>IMO Diablo is a
>perfect mix of roguelike ideas with realtime, graphics, music and
>multiplayer support.

It's a wonderful shooter (if you like that sort of thing) with a few
ideas borrowed from dungeon crawls, including Angband influence, but
little in common with Rogue.

>When I played, the influences always have been apparent. For me it was a
>"roguelike" in my rather generous interpretation of that word :)

Sure, it is *influenced* by the roguelike genre. A computer basketball
game is even more strongly influenced by basketball, but that doesn't
make it a sport. Zangband's magic system was based on that in Master
of Magic, which in turn borrowed from Magic: The Gathering, but that
doesn't make Zangband a CCG.

Nobody's denying that Diablo was influenced by roguelikes, but that
doesn't make it one. Or is DoomRL an FPS?

R. Dan Henry
danhenry@inreach.com
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

R. Dan Henry wrote:

[snip]

Jesus, man, where da heck did you learn diplomacy? Even Roosevelt was
better than that, and his idea of diplomacy was to "speak softly and
carry a big stick". (Looks like maybe he got his idea from a Mafia don
or something.)

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Hey Kornel,

here is a whole truckload of encouragement!

GO!
GO!
GO!

I'm sure DiabloRL will be a huge success - as long as you don't get shot
by a Blizzard Hit Squad for copyright infringement 🙂

'Beast
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

I decided to try it after all of the good feedback...

That is very, very, kewl. I can't wait to battle diablo down in the pits of
hell... I never managed to do that in the real one

Oh well, can't talk now. A certain butcher needs killing...


"Kornel Kisielewicz" <kisielewicz@gazeta.pl> wrote in message
news:d12nsr$qp9$1@inews.gazeta.pl...
> So it came to be, that there was a great revolution within the burning
> hells... DiabloRL was born...
>
> Well folks, here it is -- my 7 day Roguelike. Written using GenRogue's
> Valkyrie Input/Output/GUI library. Consisting of 142KB of FreePascal
> source
> code (not including Valkyrie)... have fun. And tell me if you like it --
> maybe a full version of DiabloRL will see daylight ;-).
>
> Remember that this was made in 7 days -- it's very incomplete, and many
> many
> features are missing. It stil strives to be true to the original.
>
> Get it while it's hot:
> http://chaos.magma-net.pl/diablo/
>
> There is just one class -- the Warrior.
>
> This version is based around the Diablo Demo Pre-Release version. Some of
> the functionality is still missing tough. For example you can only "buy"
> in
> shops, and there's no magic (books, spells, staves) at all. The NPCs are
> very incomplete (and some missing at all). You can talk wth them about the
> Butcher tough ;-)
>
> There are only 4 levels of the Church to walk around, and the game ends
> when
> you kill the Butcher.
>
> After death the game leaves "mortem.txt" with the info about the dead (or
> winning) character. You can post it on rec.games.roguelike.misc newsgroup
> if
> you wish, but please add a tag stating [DiabloRL] to the
> topic.
>
> If I would (only if I get enough motivated by you ;-)) ever make a full
> version it would have:
>
> -- the full range of Diablo items, monsters, uniques, prefixees and spells
> -- catacombs, caves and hell -- each with a unique level generator
> -- all the original Diablo quests with the original texts
> -- all the hidden quest locations and uniques
> -- additional quests that by Blizzard that didn''t appear in Diablo
> -- full spell and missile weapon system
> -- six classes -- Warrior, Mage, Rogue, Monk, Bard and Barbarian
> -- maybe additional Hellfire content -- spells, items, quests, uniques.
> -- Programmer''s edition -- how the author himself see''s the world of
> Diablo
> -- proper shops, and special rooms in dungeons
>
> Now, just somebody try to convince me, that Diablo wasn't a roguelike --
> here's proof ;-).
> --
> At your service,
> Kornel Kisielewicz (charonATmagma-net.pl)
> My opinions are my own. Share them at your own risk.
>
>
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

On Sun, 20 Mar 2005 19:16:58 +0100, Christian Pohl wrote:

> I'm sure DiabloRL will be a huge success - as long as you don't get shot
> by a Blizzard Hit Squad for copyright infringement 🙂

Aye, watch out: in winter you won't even notice them before they're
knocking on your door.
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

Aki Rossi .-- .-. --- - . ---...

> On Sun, 20 Mar 2005 19:16:58 +0100, Christian Pohl wrote:
>
>> I'm sure DiabloRL will be a huge success - as long as you don't get shot
>> by a Blizzard Hit Squad for copyright infringement 🙂
>
> Aye, watch out: in winter you won't even notice them before they're
> knocking on your door.

Especially as there is quite a lot of snow in Poland now. Blizzard can
strike anytime 😉

--
Loonie
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.webpark.pl
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

R. Dan Henry wrote:
> On Wed, 16 Mar 2005 01:12:07 +0100, "Kornel Kisielewicz"
> <kisielewicz@gazeta.pl> wrote:
>
>> If I decide to continue the game I would love to 🙂. Unfortunately
>> as for now, nobody asked me (no e-mail, no post) for continuing it,
>> so I'll rather focus on GenRogue, DoomRL and Starless.
>
> Starless? I don't believe I've seen you mention that one before.

*evil grin* ;-)
Starless is not a roguelike. It will be a game in the tradition of Frontier
with a huge amount of roguelike concepts in it (permadeath, randomness,
random quests, etc...). Well "it will"... Or will not.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Come on, Kornel. 11 years and no binary? And it's not vapourware?"
-- Mike Blackney
 
Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)

On Tue, 22 Mar 2005 19:16:58 +0100, "Kornel Kisielewicz"
<kisielewicz@gazeta.pl> wrote:

>R. Dan Henry wrote:
>> On Wed, 16 Mar 2005 01:12:07 +0100, "Kornel Kisielewicz"
>> <kisielewicz@gazeta.pl> wrote:
>>
>>> If I decide to continue the game I would love to 🙂. Unfortunately
>>> as for now, nobody asked me (no e-mail, no post) for continuing it,
>>> so I'll rather focus on GenRogue, DoomRL and Starless.
>>
>> Starless? I don't believe I've seen you mention that one before.
>
>*evil grin* ;-)
>Starless is not a roguelike.

Ah.

>It will be a game in the tradition of Frontier
>with a huge amount of roguelike concepts in it (permadeath, randomness,
>random quests, etc...). Well "it will"... Or will not.

That would be more informative if I knew what Frontier was and that
isn't a very Google-friendly name. Got a good URL I can check to see
what you're talking about?

R. Dan Henry
danhenry@inreach.com