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Fafnir
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mrimer wrote:
The Architest wrote:2.What is max limit to Greckle gates?
Basically, the standard 32-bit numerical limit (~2.1 billion in this case).
I take it negative greckles are in as well, then? :P

Also:

1. I think you missed this before because I didn't explicitly number it, but as someone who's played the game could you name something you especially like about it and something you especially dislike about it (if anything)?

2. More prosaically, what spurred the 0.5% increase in The Bar?

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07-25-2008 at 01:50 AM
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mrimer
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Fafnir wrote:
mrimer wrote:
The Architest wrote:2.What is max limit to Greckle gates?
Basically, the standard 32-bit numerical limit (~2.1 billion in this case).
I take it negative greckles are in as well, then? :P
Absolutely!
1. I think you missed this before because I didn't explicitly number it, but as someone who's played the game could you name something you especially like about it and something you especially dislike about it (if anything)?
It's hard for me to be subjective about this. Let's see...I like the larger sprite graphics. When I go back to look at the regular DROD sprites after the RPG, everything looks so tiny! However, it would have been nice to have some graphics redone with a higher level of detail at the larger size. We didn't have someone available to do that, so I'll call that something I don't like. I love the enhanced customizability of the editor, however. The stats and character improvement aspects are really fun for me in general. (I guess that's one reason why I started making the game in the first place!) The unique accessory items are fun to play with too.
2. More prosaically, what spurred the 0.5% increase in The Bar?
Let's see...we completed embedding all media into the official hold. Playtesting and polishing up the levels is part of this, and adding some last minute new scripting capabilities ... for great justice! :thumbsup

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07-25-2008 at 06:52 AM
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Fafnir
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Awesome! what's left then? I'm guessing finishing Caravelnet integration and/or getting release materials like the demo ready?

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07-25-2008 at 01:15 PM
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13th Slayer
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1. Will there be a restore option?
2.how large is demo(in megabytes)
3.are halph and beethro, and slayers avilable in the editor?
4.is webfoot cooperating with Caravel?
5. Why did you remove some tcb elements? They all were great!
07-25-2008 at 02:31 PM
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13th Slayer
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Is it turn-by-turn or realtime?
Oh, and, is concquer gate included?

[Last edited by 13th Slayer at 07-25-2008 02:51 PM]
07-25-2008 at 02:49 PM
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Fafnir
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icon Re: Ask questions about DROD RPG (+1)  
I think I can answer most of these - I've been watching things pretty closely.
13th Slayer wrote:
1. Will there be a restore option?
Yes, or there would be riots in the streets! :)
2.how large is demo(in megabytes)
It probably hasn't been finished yet, so it's too soon to tell. I'd guess somewhere around 25-40MB going by the size of the JtRH and TCB demos, but that's just a guess. (If I'm wrong and it has been finished, please please please release it even though the full version isn't available yet!)
3.are halph and beethro, and slayers avilable in the editor?
We know Beethro isn't directly featured in the game (it's about a stalwart named Tendry), so he probably won't be available. Beyond that, though, I have no idea - mrimer?
4.is webfoot cooperating with Caravel?
Almost certainly not - Webfoot hasn't been involved with DROD as far as I know since they gave Erik permission to make it open source (i.e. Caravel DROD) eight years ago, and the official site hasn't been updated in three years. I suspect they're dead by now.
5. Why did you remove some tcb elements? They all were great!
They are all great, but not all of them would be great in an RPG. Things like the clone potions would add a lot of complexity without giving much puzzle potential, for example.
Is it turn-by-turn or realtime?
Turn-by-turn.
Oh, and, is concquer gate included?
There's a green door visible in the Christmas screenshot, and mrimer's said that most elements from TCB have made it through, so I'd guess so.

Edit: Oh yeah, and a couple of my own.

1) Your comment earlier about how tar mothers work - making you fight through tar rather than growing it - implies the spawn counter might no longer exist. Is that the case? If so, how do roach queens and serpents work now?

2) Would the scripting engine be powerful enough to allow ranged combat?

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[Last edited by Fafnir at 07-25-2008 03:47 PM]
07-25-2008 at 03:42 PM
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13th Slayer
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By conquer gate i meant a door that downs, when you clear the hold. Something else.
Can tcb holds be imported in rpg?
Are there any grubbles? Or greckles only?
Is Tendry's tale happening before the defeat of stalwart army or after?
Is Erik taking part in making it?
What is the size of the playfield?
07-25-2008 at 04:34 PM
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eytanz
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13th Slayer wrote:
1. Will there be a restore option?

DROD:RPG has a full save/restore system, which offers the player far more control over saving and restoring than DROD does. It's really necessary for the type of game.

2.how large is demo(in megabytes)

Are you asking about the size of the download, or how large it is once it is installed.

4.is webfoot cooperating with Caravel?

No. As Fafnir said, Webfoot has had nothing to do with DROD for many years.

5. Why did you remove some tcb elements? They all were great!

Because it's a different game, and not everything that makes sense as an element of DROD makes sense as an element in DROD RPG. There are also quite a few elements in DROD RPG that will never be part of regular DROD, for the same reason.

Is it turn-by-turn or realtime?

Turn based. There is absolutely nothing realtime about it.

By conquer gate i meant a door that downs, when you clear the hold.

You mean the equivalent of DROD's master walls? There isn't such an element hardcoded but it would be relatively easy to use scripting to replicate the behavior.

can tcb holds be imported in rpg?

No. Again, it's a totally different game.

Are there any grubbles? Or greckles only?

Only greckles. If you want to add grubbles using scripting, you can.

Is Tendry's tale happening before the defeat of stalwart army or after?

After. It starts more or less at the same time as TCB ends.

Is Erik taking part in making it?

Erik has been very busy, and has not taken an active role in development.

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07-25-2008 at 05:35 PM
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13th Slayer
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What about a room size?
Btw, will there be an ability to import room styles like in tcb?
How much styles will there be?
Will ae styles be included?
Will there be a linux port(why the heck did i ask THAT??)
is there a large sword?
Is there a shop in demo?
How large is (approx.) setup for demo?
And for full?
Will it be done in August?
Will there be a chat for non-caravel-net users?
Does Mike programm this thing alone?
Pressure plates are staying, right?
07-25-2008 at 06:04 PM
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eytanz
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Ok, 13th slayer, I feel like you've gotten enough questions in, so this is the last time I'm answering questions from you (questions I skipped I either did not understand or they relate to release dates). And in general, I think people should start reading through the thread before asking questions, as some questions are being asked that have already been answered.

13th Slayer wrote:
What about a room size?

16x16

Btw, will there be an ability to import room styles like in tcb?

Yes. I believe (though Mike will need to confirm this) that styles will be cross-portable between DROD and DROD:RPG.

How much styles will there be?

It will have the same 6 styles as in TCB.

Will ae styles be included?

No.

Will there be a linux port(why the heck did i ask THAT??)

Yes
is there a large sword?

Yes.

How large is (approx.) setup for demo?
And for full?

I don't know, since the versions I have don't have all the voice files in yet.

Will there be a chat for non-caravel-net users?

No

Does Mike programm this thing alone?

No, he had some help.

Pressure plates are staying, right?

Yes

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07-25-2008 at 06:27 PM
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Beef Row
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Seeing how Mr. Imer has said he redid all the art, and how the tile size has changed, cross-portability seems a bit unlikely. Forward compatibility could maybe be done by stretching the image, but even so backwards would require a new TCB which tells it how to recognize and compress a larger image, right? Seems like the automatically resized graphics wouldn't look right either.

Is the reason the dimensions are a square 16X16 to leave more room for stats, inventory and other information to be on the screen at all times?

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07-26-2008 at 02:36 PM
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Briareos
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Beef Row wrote:
Is the reason the dimensions are a square 16X16 to leave more room for stats, inventory and other information to be on the screen at all times?
May I suggest to Mr. Imer answering that question in the form of a screenshot? :D

np: µ-Ziq - Goodbye, Goodbye (Royal Astronomy)

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07-26-2008 at 02:45 PM
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Pinnacle
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Although there are no new room styles, will there be new music?
Does the main hold have any sidequests or optional dungeons?


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[Last edited by Pinnacle at 07-27-2008 03:35 AM]
07-26-2008 at 06:07 PM
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Jatopian
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Pinnacle wrote:
Although there are no new room styles, will there be new music?
Yes, and please read the thread.

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07-27-2008 at 12:07 AM
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mrimer
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Briareos wrote:
Beef Row wrote:
Is the reason the dimensions are a square 16X16 to leave more room for stats, inventory and other information to be on the screen at all times?
May I suggest to Mr. Imer answering that question in the form of a screenshot? :D
I've attached a screenshot from the beginning of the game. This is how the hold begins.

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07-27-2008 at 05:57 PM
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what's the "C" button next to undo?

oh, and -- POCKET ROACH!!!!


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07-27-2008 at 06:07 PM
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mrimer
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silver wrote:
what's the "C" button next to undo?
The "C" button triggers a scriptable command that can be customized by the architect. You can also activate it from the keyboard, of course, but now the game also has a mouse interface. In the official hold, it is used to access an inventory screen in the latter half of the game, but it could be used for any other scriptable function as well.

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[Last edited by mrimer at 07-27-2008 06:51 PM]
07-27-2008 at 06:11 PM
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I really wanna know what a pocket roach does.

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07-27-2008 at 09:20 PM
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mrimer wrote:
silver wrote:
what's the "C" button next to undo?
The "C" button triggers a scriptable command that can be customized by the architect. You can also activate it from the keyboard, of course, but now the game also has a mouse interface. In the official hold, it is used to access an inventory screen in the latter half of the game, but it could be used for any other scriptable function as well.

YES! FINALLY! This could lead to so much excellence...

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07-27-2008 at 09:32 PM
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Fafnir
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Dangit, now I''m really excited! Come on, let me give you my money already... :)

Edit: Oh, and is REP Tendry's witty repartee by any chance?

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[Last edited by Fafnir at 07-27-2008 10:13 PM]
07-27-2008 at 09:56 PM
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mrimer
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In order to not get people's hopes up in imagined whimsy, I will say the pocket roach mostly just sits in Tendry's pocket, but it does have some use (that I won't reveal). As much as a roach might, anyway :rolleyes
Fafnir wrote:
...is REP Tendry's witty repartee by any chance?
Nah. ...and we don't have a gag system built into the engine or anything like that (but it sounds like -- maybe -- a cool idea :P). It stands for REPutation, and it basically means experience. It goes up like your money when you defeat enemies, but that can be modified in the editor. It's a generic metric that can be used to track most anything in usermade holds.

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[Last edited by mrimer at 07-27-2008 11:08 PM]
07-27-2008 at 10:58 PM
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Sillyman
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Which means that REP could very well mean REPartee, in a usermade hold.

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07-27-2008 at 11:17 PM
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Fafnir
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How about the x1 - is that referring to the number of pocket roaches, or something else?

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07-27-2008 at 11:21 PM
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Briareos
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mrimer wrote:
I've attached a screenshot from the beginning of the game. This is how the hold begins.
Ummm... maybe it's just me, but does anyone else think those buttons next to the avatar could use some re-alignment?

Currently they look like they were thrown there as an afterthought, what with the irregular sizes and differing row widths... :?

Or is it just me?

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07-28-2008 at 12:43 AM
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How long is a pocket roach? I know that normal roaches are 5 feet long, and I don't want to be carrying around a 5-foot roach in my pocket.
07-28-2008 at 01:05 AM
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97! What spurred this increase?

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07-28-2008 at 03:10 AM
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Briareos
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Snacko wrote:
97! What spurred this increase?
The release of the first screenshot? :P

np: Material - Praying Mantra (Auntie Aubrey's Excursions Beyond The Call Of Duty (Disc 1))

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07-28-2008 at 10:11 AM
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My question, from seeing that screenshot.. Are those from-DROD graphics final? :unsure
07-28-2008 at 10:34 AM
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Moo wrote:
My question, from seeing that screenshot.. Are those from-DROD graphics final? :unsure

Yes. Is there any problem you can see with them?

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07-28-2008 at 11:05 AM
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eytanz wrote:
Moo wrote:
My question, from seeing that screenshot.. Are those from-DROD graphics final? :unsure
Yes. Is there any problem you can see with them?
Well, maybe it's just me, but those lamps look reaaally jarring with their aliased black outline... :(

np: Yello - You Gotta Say Yes To Another Excess (Orb Goes The Weasel Mix) (Auntie Aubrey's Excursions Beyond The Call Of Duty (Disc 2))

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07-28-2008 at 11:37 AM
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