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vittro
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icon Re: Discuss the new RPG 2 features (+1)  
Nuntar wrote:
New room styles


As Tendry's new adventures lead him farther afield in search of his missing countrymen, we have imported and improved the graphics from the DROD 4 (GatEB) room styles to represent the variety of environments he must travel through. The Forest, Beach and Swamp styles each come packaged with the Travelogue music we all know and love.

Looks like there are some 1px artifacts around the upscaled colored roaches. It is quite noticeable, but easy to fix (see attached mockup).



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05-10-2025 at 04:42 PM
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kieranmillar
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icon Re: Discuss the new RPG 2 features (+1)  
It's actually not an artifact from upscaling, it's the monster's shadow, on the SW facing sprite the shadow is also above the roach, a zoom in on classic DROD's sprite shows the same. You can see the shadow below the antennae has the same thing.

But sure, I can amend the sprites to not have the shadow there. It's never been noticeable until the new hue shifting ability, so there will probably be more sprites that have this.
05-10-2025 at 06:07 PM
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averagemoe
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averagemoe wrote:
Unless those yellow roaches always strike an adjacent player, it would be easy to get past them without taking any damage.

It's actually a similar story with the fire goblin, assuming it behaves like any other goblin. As long as the player has a big weapon, I see a free blue key.

Xindaris wrote:
The room styles look nice! And I like the shovel shack in the second image.

The shovel shack is a dirty old place.

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05-12-2025 at 02:49 AM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+3)  
Improvements to scoring

It's entirely possible to enjoy DROD RPG without caring about the scoring system at all, but optimising scores adds another dimension to the game, so we've taken the time to make it even better.



Holds can now customise the scoring system, either for the entire hold or for individual score checkpoints. Each component is controlled by a variable, which can be positive to mean "1 thing gives N points" or negative to mean "N things give 1 point" -- or zero if there's something you don't want to be scorable at all. (In the example above, yellow and green keys are not scorable, so they don't display in the window; blue keys are scorable but the player has zero of them.)

The old scoring system is still the default, so GR and REP normally give zero score, but you can make them scorable if you want!

Among the many ways this feature can be used:
* A hold can easily have multiple difficulties and give harder difficulties a higher set of score multipliers. (This was possible before, as in Nameless Fortress, but the implementation was very clunky.)
* Challenge score checkpoints where the player is scored entirely on HP, or GR, or number of keys.
* You could even script a collectable that improves the score multipliers!

There is a new score window (default: numpad minus) that allows to you see your current score and its breakdown into components at any time.



The Restore screen has a new button that calls up a list of scorepoints. All scorepoints in the hold are listed, so it's easy to check whether you've found them all. And for scorepoints you've achieved, the window keeps track of your personal best.

In addition, when you achieve a scorepoint, there is a new flashing message "X% of personal best", so you can compete with your own scores even if you aren't connected to CaravelNet. (And if you don't want this to pop up, it can be disabled in settings.)

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05-12-2025 at 08:15 PM
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Dragon Fogel
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icon Re: Discuss the new RPG 2 features (+1)  
Looking forward to somebody making a hold where the only determinant of your score is how many shovels you have at the end.
05-12-2025 at 08:25 PM
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averagemoe
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What if someone wanted to make an item that subtracts from the player's score?

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05-12-2025 at 08:36 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+1)  
Then the item would have to subtract from one of the score components. If you are not using REP for anything else, you can make items that subtract from REP, and either start the player with a certain amount, or just start from zero and allow REP to go negative.

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05-12-2025 at 08:52 PM
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Zaratustra00
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icon Re: Discuss the new RPG 2 features (+2)  
Nuntar wrote:
The new Character Options dialogue, inspired by the one in TSS, lets you modify these values for individual characters or for the default for custom character types.

Would it be too difficult to have the actual sprite on that screen so changes can be seen immediately?
05-13-2025 at 10:51 PM
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Good idea. There's a nice bit of unused space towards the top right corner.

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05-15-2025 at 04:20 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+3)  
Minimap improvements

The minimap may be a small and underappreciated feature of DROD RPG, but when you need to consider enemies and powerups spread across an entire level, the minimap is extremely helpful in keeping your gameplay running smoothly. And so we haven't neglected it when it comes to adding new features!



Firstly, the new detailed map reveals the full contents of all rooms on the level, just as if you had visited them. The old map item is still available, so it's up to architects to decide whether (and when) to reveal everything. And it doesn't reveal hidden rooms, so you can still keep some secrets up your sleeve!



Map icons are placed (or removed) by a script command, allowing architects to choose certain rooms to mark as interesting. Common uses for this include marking the locations of equipment, blue keys, stairs, shops (the money bag icon) and boss monsters (the skull). A few miscellaneous icons, such as the question mark, are also included for architects to use as they wish.

Map icons can be placed on unrevealed rooms, in which case they remain unrevealed, but the icon appears as soon as the room is revealed or visited. Together with the "Add room to map" script command, this allows architects to have full control over what gets shown to the player.

A slider in Settings allows the player to adjust the opacity of map icons to their own preference.



This is what the interface for "Set map icon" looks like. As well as choosing the type, it can be given an effect; for example, you could grey out icons for equipment that has already been collected.

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05-15-2025 at 04:30 PM
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Did you intend to reveal the wait for conditions and array variable commands?

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[Last edited by averagemoe at 05-15-2025 07:51 PM]
05-15-2025 at 07:49 PM
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Nuntar
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Yes, and the command to set ceiling lights :P

More seriously, there's a bunch of new scripting commands, and I wasn't really planning on going over them in detail, that would be a bit dry and technical. But since I'm getting near the end of the posts I had planned, I'll probably do a write-up for the new scripting stuff soon.

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05-15-2025 at 08:29 PM
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I am baffled by the amount of new features, and I assume that there are still some new features not shown in this thread yet.
Given all these new elements, it will take at least three hold runs to get the feeling of the combination/butterfly effect of all the elements, and dozens of user made holds.

Should we expect more features/elements hidden in the hold?

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05-15-2025 at 10:23 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+2)  
We are not revealing anything about the 2.0 main hold except for what has already been revealed in the Illumination.

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05-15-2025 at 10:30 PM
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What about something that isn't in the main hold? RPG 1 never officially used the Warp Token.

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05-15-2025 at 11:58 PM
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icon Re: Discuss the new RPG 2 features (+4)  
What about something that isn't in the main hold? RPG 1 never officially used the Warp Token.

Ah, but then he'd be revealing something about the main hold - that it's not using a certain element ;)
05-16-2025 at 02:48 AM
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Schrodinger's Token

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05-16-2025 at 03:22 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+3)  
World maps

One of the great things about DROD RPG is that it supports large and small holds, and the different gameplay experiences they provide. Sometimes you want a nice bite-sized hold that gets to the end of what it wants to say and then stops; other times it's exciting to explore a vast space that could have secrets waiting around every corner.

But one problem always comes up: the larger a hold is, the more annoying it is to walk all the way back across that vast space any time you cross an ATK threshold and need to hunt down whichever enemy just got cheaper.



So we've imported the world map feature from TSS. It works the same as it does there, but for those not familiar, here's a quick overview: holds can have one or more maps, each of which is an image chosen by the architect. A script command populates the map with icons representing levels, which can either be chosen from standard tiles or can be any image you import. Level destinations can be locked if you want the map to show that a level exists, but not allow the player to go there (for example, if they have to beat the boss of the previous level to unlock it).



These icons can be overlaid on map icons if you want to indicate whether a level is locked, available but uncleared, or cleared. Since DROD RPG doesn't have an automatic way of determining what counts as "cleared", it's up to the architect to change the icon when appropriate.

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[Last edited by Nuntar at 05-17-2025 08:15 PM]
05-17-2025 at 08:15 PM
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This is definitely one of the best feature from a gameplay point of view, I love it! It really will make the overall experience of playing a large hold way better.

Is the world map accessibile by stairs as in TSS?
Or, say that I can teleport, can I use the special command to access the world map? Like, a special accessory that makes you teleport even if you are in the middle of a room and cannot escape.
Also, can we use the map to access different part of a level?

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05-17-2025 at 08:58 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+1)  
Yes, maps are basically equivalent to level entrances. They can be accessed by stairs, by a script command, or by map icons if you want to have linked maps like the TSS ones.

Special command works differently in RPG; it's basically a fourth equipment slot. It can do anything that scripts can, so yes, it can go to a map.

Map icons can be linked to any level entrance.

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05-17-2025 at 09:11 PM
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Can I request new accessories to be revealed next? I've already prototyped a scripted TSS version of everything I know about and now I'm bored.

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05-18-2025 at 08:47 PM
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