I've made it to satan twice, with the fairy and got stomped both times so take this with an appropriate dosage of salt. using teleport, heal, and crystal ball can make you very survivable through the dungeons, and I suggest crystal ball asap and anything beyond lvl 1 seemed like a waste since it is most useful for blocking the direct path to you and you only need one ball for that. My problem is that crystal ball is worthless against satan so you'll probably want to spend some points on a strong offensive spell if you plan to take down the big fella... I've never made it past dungeon 1, right after genie with a tele-stab fairy
u are right, games like Powder don't allow it. but games like Nethack or Adom allow. So it depends on developers and gameplay. However in 100 rogues the battles are very big part of the game, and have enormous amount of ranged weapons, compared with many classic rogue titles. And diagonal movement would speed up gameplay, without breaking the mechanics of the game. it's not a must for roguelike games, but for this game it would be very nice addition. yep, i see they update the game, but i would rather see engine and core mechanics updates than kittens or food stuff.
i made it to dung. 4 on a tele-stab fairy. basically, don't decide your build until you see the items you get! if you get +3dagger, go telestab. if you find a wand or something go another route. i almost always do telestab though because its awesome haha! my advice is if you get in too deep just tele away and rest. haven't had much trouble until you get down into the dungeons with the freaking flying baby demons and stronger versions of the rocket launching robots lol.
If diagonal movement was implemented, it would completely change the game balance. Not to mention...it would be a nightmare to figure out movement in 8 directions instead of 4. There are plenty of throwing items handed to you in this game. Why not make use of them?
8-direction movement would practically require us to switch to a d-pad / joystick interface. I hamfistedly assert that d-pads and joysticks do not belong on this device. The only games that get a pass are ports of games that required one like rogue touch or final fantasy. Keith balanced the game to account for the extra turns it takes to close on a ranged attacker. Whether or not he succeeded is up to you, but probably has more to do with whether or not you're on board with the concept of a presupposed death than the movement patterns you're allowed.
iNethack works with these 8 directions perfectly, Rogue Touch too. And why should it break the balance? Enemies with ranged weapons are too weak, they can not make any troubles at all. I mean they are just annoying, nothing more, slowdown of the gameplay, exp. Only hexes are doing something, but it does not have to do something with ranged attacks. Well, skeletons in dungeon levels give some challenge too. i played a lot of rogue like game, so i know the genre, no probs here. basically i am bitching only about how slow is everything in this game. at least give us the option to speed up animation and movement. It's just boring to fight ranged enemies, takes too much time and gives no challenge, only xp.
It wouldn't break balance, per se. It would need recalibrated, of course, but that's doable. My argument is that Rogue Touch and Nethack HD do not work perfectly on an iPhone; they work perfectly on a gamepad with a d-pad or a keyboard. I believe in those games, on on a 320x480 device, you have a roughly 60x60 pixel section of screen for each of the 8 directions, or a joystick of roughly 80 pixels diameter. After all of that screen real estate is take up, the actual number of effective pixels falls at around 2000-5000 pixels. Also, your eye must shift focus back and forth between gameplay and interface. Eventually player might adapt enough to know where the buttons are without looking, but until that point hand slips will occur. 100 Rogues technically has a d-pad, but it uses the entire screen rather than a section. Rather than two to five thousand pixels per button, we have 38,400 pixels that can be used to move / interact in each direction. We can do this because our d-pad is invisible, and our d-pad can be invisible because it's centered around the player, which is where the player is naturally looking during play. The whole repositioning / learning the button placement phase doesn't exist as a result and, after the addition of the attack button, we've eliminated that possibility of wayward touches. Like I said, Rogue Touch and Nethack have always been 8-direction games, so their iPhone ports needed the virtual d-pad / joystick. These input devices came about because they actually had tactile feedback associated with their use, though, which is why I staunchly oppose their use on the device. We've looked at solutions the the slowdown during such encounters, but so far haven't found a technically appropriate solution that wouldn't require practically rebuilding from scratch. It's something we want to address, but might not have the means to for some time.
well, it's all about that all pens are of different color and taste. it's your developers choice, i understand. thanks for explaining. simple increase of fps is not possible? or game engine has it's limitations in that sense?
I humbly admit to shoddy programming. The engine was not designed to be scalable in terms of time (and we would never have justified extending the schedule by the amount necessary to do so), and I strongly suspect it would exacerbate existing performance issues on older hardware to the point of unplayability.
so.... Idracula? minigore? hybrid, zenonia? geometry wars? solomons keep? princess fury? space miner, guardian soul, across age, alive 4ever, guardian knight, arodius imo, world of magic, seed, and stop me, i could go on. are all wrong? while 100 rogues makes decent use of the touch screen ive been wanting a Dpad for this game forever. it just seems like nothing but massive oversights since launch. really obvious bugs or lack of something. whats goin on over there? if the game TECHNICALLY uses a D-pad as the entire screen then why not give the option to just shrink it down per player request? its twice as much effort to play this on an ipad than it is on an iphone
I didn't say it was uncommon, just inappropriate. All of those games suffer as a result of not having tactile feedback. This decision was made before I even began work on the project, which was month 3 out of 15 before launch. The quasi-d-pad only works for us because we made it the entire screen, and centered it around the player. Remove those two constraints and the mechanism becomes unwieldy and disjoint from the act of play, same as all the games you listed.
Don't confuse analog pads (which work well on this platform) with digital D-pads. (Like the SEGA emulator or Castle of Magic...) I agree with Wes - I completely hate D-pads on my iPod Touch. Diagonals can even be hard to hit with a D-pad - look at Shiren the Wanderer - it even uses a button to hold to 'lock' you into diagonals only so you don't make a mistake, and that's on a DS with a real D-pad. Adding diagonal movement would make a big difference in the tactics in this game, and I'm fine without it - the game is how it is and it's enjoyable. (Even with those stone cats! ) Regarding speed, I'd love to have a(n almost) "no animations" mode where it is very much like Rogue - characters jump square by square, no attack/hit animations, probably keep the damage numbers, maybe keep the standing still animations. This would remove a lot of the character of the game, but would make for fast(er) play.
I could understand a d pad with a landscaped view of this game. But for a portrait view it makes no sense to have a d pad for a turn based game. The screen is already cramped enough as it is.
I agree with Wes here. I think it feels better overall to have the direct physical touch to move instead of using a d-pad. If we had to have one, I'd suggest simply having a compass in the corner with eight buttons to press to move...but again, that would encounter issues with screen space. I also feel that keeping it to only 4 directions creates more strategy in the game. It limits your choices (and those of the monsters) to certain movements, allowing bottlenecks, crowding, and other similar strategies to emerge as you play. If you changed the movement to include diagonals, not only would all of the monsters have to be rebalanced...but so would the entire dungeon design. Keeping it to four directions maintains the game's philosophy of simple design and precise strategy and decision making.
In my humble opinion, I'd like to say that the current control scheme, including only being able to do in 4 directions, is fine.
What what what!? Oh, Apple. You software publishing ninjas. You win this round! Enjoy the locker, everyone!
What's New In Version 1.07 New Features: The Rogues' Locker! Players that find the locker can store items there to be reclaimed in future games. Balance Changes Stone Kittens spawn a maximum of once per level Rockets now deal physical damage rather than godly (armor resistant) Confusion / Aggro Behaviour corrected -Monsters temporarily confused by friendly fire now properly reaggro on the player once the misfiring monster has died -Confused attackers (especially ranged) are much more capable of acting in the same turn they become confused -Melee attackers seek closer targets with higher priority -Ranged attackers attack with reckless abandon rather than attempting to keep distance Bug Fixes Yellow Potion works as described Defeating the genie while standing on top of a tile on which a beetle has recently died no longer causes the player to be killed Genie now gives the correct amount of experience Crystal Balls can now be properly resummoned when they are lost due to switching floors Stunning no longer causes animations to freeze at their last frames after the effect has worn off Staircases no longer appear behind walls in certain challenges Shop no longer crashes after reloading a game and attempting to buy an item before progressing to a subsequent floor Thrown / fired items no longer become default item with sword graphic after reloading a saved game Thrown items no longer inherit combat status effects of currently equipped weapon Player can no longer be overenergized by using potions Net graphic repositioned on netted targets Equipment that requires heavy armaments can no longer be equipped by dragging an equipped weapon on top of it Staves once more properly decrement / remove from inventory when used from inventory screen Stair overhangs no longer get cut off when entering Dungeon / Satan levels Weapon Focus benefits are now reflected appropriately in item tooltips Map now redraws appropriately when entering new levels without taking a first turn Rockets can no longer apply damage twice to actors caught in their path Rockets / Faith now properly interrupt turns until their execution has finished Rockets now properly change your "Killed by" status to "Rockets" in high scores