HAH! And a bit of ewwww... Pretty darn funny either way I've been unable to reproduce that yet- and no one else has seen it either. Once you turn off your iPhone/iPod screen, input no longer occurs (as you noticed from testing it yourself). The only vaguely possible thing I can think of is if you'd been frozen, put to sleep, or fainted from lack of food... the system takes turns automatically for you until you wake up in those cases. Any of that ring a bell?
Hmmm no way I can remember those damage stats. And yes I do lurk at your forums. Damage stats on weapons would be great, especially for all the other uninitiated. Also I never asked, but I'm assuming 2d4 is damage is 2 dice roll of a dice that has four sides? (1-4?)
Your assumption on the 2d4 mechanic is absolutely right! A lot of younger players not used to old pen-and-paper dice roll syntax might not understand the meaning. So a 2d4 weapon can do 2 to 8 points of damage- like rolling 2 of the triangular 4-sided dice in D&D. After you get those meanings, the extra bonuses like "Mace +1, +2" mean +1 to hit the enemy, and +2 to damage. So that 2d4 base damage for the mace is modified to 4 to 10 points of damage, with a slightly better chance of hitting a monster (monster armor class affects your chances to hit as well). As I read this back to myself, it might be kind of cool to create a routine that sums up all this directly and puts "X to Y damage" under the name of the weapon. Maybe only on the detail screen where you can choose to wield it. Anyone else liking that idea?
Yep, I want this feature - would make returning to RT after a hiatus much easier, as learning-by-heart the weapons damages session would fall away. BTW, what damage do arrows/bolts do when they are thrown? And how is RT Ex doing?
Lol it was either that or two dice roll times 4, which wouldn't make sense dealing so much when I start with such low life. Also, how about more item finds in dungeon and maybe monsters drop loot? Also it would be cool to add description to the items. U know, just to make it look cooler. Like Katana, A sword usually wielded in both hands, favorite weapon of the samurai. Forged traditionally, it takes weeks to create a blade so refined. Well balanced, the samurai will slice through the creatures of the dungeons of doom. U know some stuf like that . Haha u could get the forummers here to contribute and all even XD
Also besides items with pluses, are there special items? Like a random name generated item that grants additional bonuses? Like 20% chance to slow monsters for 2 turns upon striking? Stuff like that? I haven't come across any though. XD
Do you select a race and class during creation in this implementation of Rogue? Or are character race/class combos pre-set? ( I know there are special characters )
Hello Isilel! Glad you approve of the change, as long as no one outright objects to it we'll be seeing this in the next update. Rogue Touch EX- Spritework is still in progress, albeit a bit slowly. Game design is close to locked down now. Funny enough the step back to think about EX has given me some new changes and overlap within the Mineko world too. Hopefully both will be very enjoyable to play Once I get this huge work project resolved in the next two weeks I'll be able to focus about 90% of my time on games (for the first time since this spring)! Flavor text on the item "close-up / detail" screen could be a neat addition to the game! Obviously unnecessary for play, but adds a bit of depth. Definitely something I will consider, for RT and other games Monsters actually can drop loot now, just that most of the low level ones don't carry anything. As you get deeper in the dungeon you'll see that happen more often. Potions, money, weapons, and so on. As for more stuff on each floor... that one is tough. As soon as you add more loot per floor, the game balance becomes tipped greatly in favor of the player. The only way to tip that balance back is to make all the monsters even tougher, or the loot less useful, neither of which sounds like a good idea to me. Rogue Touch EX and Spirit Hunter Mineko will be a bit more "loot heavy", but only because I'm designing them from the ground up to work that way You can find a few special items that help out in unexpected ways- Elfin Chain cannot rust, Shozoku armor makes you stealthy, Spartan Cuirass gives you an extra hit at random times... Weapons can be found that are blessed, or contain elements of Flame, Cold, or Lightning. Those modifiers can freeze an enemy in place, strip off regeneration ability, or cancel out special abilities of monsters like stealing or level drain... So yeah, there's some neat specials hidden in the dungeon. Just keep playing and you'll see them eventually. Or you can play as a secret character to try out some of them ****** Trystero- Just saw your post as I was finishing the reply! The main character has no specific "class" or race in Rogue Touch (As I am keeping it faithful to the original Rogue). As you note there are secret characters that may have attributes associated with a race (such as night vision), as well as special equipment or abilities not seen in normal gameplay!
Damn. Time to try to head deeper into the dungeon to see those awesome features. Lol means right now I'm pretty noob if I haven't seen em, I usually die by lvl 10. Ooooo Ooo one more suggestion. How about the avatar looks reflecting equips. Since it's a stationary guy with no animation I think can be done right? It looks weird that I'm carrying a sword and bow slung across my back when I'm playing as gandalf lol
Oh also on flavor text, maybe u can add a see look option? That way if I look at a tile a monster is occupying (ie look at the monster) I get to see flavor text about the monster too. (maybe hints on the dangers or how to defeat in flavor text) also doesn't really affect gameplay but u know, fires up the imagination and makes playing much more fun Eg Rattlesnake. A slithering reptile commonly found in the deeper recesses of the dungeon of doom, many would be rogues underestimate it. It's venom quickly incapacitates and drains the strength from it's victim. Few have survived to pass on the dangers of this creature, and those who have survived find themselves so horribly scarred by the toxin they have few friends to tell their harrowing tale to anyway. (ps: imma volunteer if u looking for volunteers for flavour text!)
Not technically impossible to do, but it would take some effort for sure! Since I didn't design the little guy (and girl for those of you playing secret female characters) myself it isn't really conducive to the "paper doll" overlay tricks. But it is definitely worth a look once I get caught up on Spirit Hunter Mineko and RT EX. I think monster flavor text would be best for a sort of in-game bestiary. Where you can go read up on monsters after you have encountered them at least ONCE in the game. That gives almost a completionist/achievement sort of system, because you'd have each letter of the alphabet, and a question mark next to it until you actually fought one... Great to have a volunteer or two for this kind of thing! Weapon damage range values are my first addition, but getting some good text written up in advance will make it easier to implement these other ideas later
Awesome. But I still think looking at the monster, and maybe clicking him to show the flavour text would be cool. That way I won't treat it as another sprite to just bash through but actually see it as a creature lol. Am looking forward to rogue touch ex as well!
Personally, I think Rogue Touch is perfect. The only thing I'd like to see added is the online leaderboards to be viewable in-app. Is that still something you are considering, CD? I didn't realize you were going to be doing some pretty different things with RT EX...btw, will that be playable on a 2G device? I hadn't thought of it before, but recently it's seeming the "EX" in titles means they're only compatible with the new devices.
Only problem with "clicking" a monster is that conflicts with the control scheme. Attempts to "click" a monster could end up in unwanted motion more often than not. That's why I'd look at it as diary/bestiary/achievement type of system, with some sort of way to invoke it from within the game that does not affect your movement. Thanks for the support... and more on Rogue Touch EX will be coming. A thread will be devoted to it as soon as I have stuff ready to share and show off! I'm glad you see Rogue Touch as perfect! I'd say it is fairly close now, but there are always little details that can help improve the experience Leaderboard in-game is still on the table here, just haven't figured out the best way to present them, or which one(s) to show. The reason I did all the leaderboards on the web- it allowed me to experiment with showing different kinds of data easily. Much better than trying to get updates through Apple's approval process. But maybe a compromise- local score list, then online highest all-time gold, and finally a link to open Safari for the rest (like the one found in the info page off the title screen)? Rogue Touch EX will be compatible with ALL devices down to the first generation iPod Touch and original iPhone, as well as the new units. Spirit Hunter Mineko should be able to go down to the iPhone 3G / iPod Touch 2G at least. Possibly all the way, we shall see how my optimizations work out.
Music to my ears! Can't wait to get my hands on those games. As I tell people on the site, I think I have played RT more than all of my other games...combined! You may notice it is listed first in my signature under the "all-time favorites." It really is as close to perfect as iOS gaming gets, in my humble opinion. By the way, I have not had the aforementioned bug again since updating to 4.1. I don't know if it was OS specific, or what, but even if it reoccurs, it's no big deal as long as I remember to hit that pesky home button!
Last night I was playing this and I had a +6, +3 blessed battle axe of quagga slaying. I used a scroll of vorpalize weapon on it and I got the message, "your battle axe vanishes in a puff of smoke." This isn't a bug; I'm just wondering, why did it do that?
Hey CD - I would really like to see Game Center support with high scores and achievements. I really like the competitive fun between my friends and I on Game Center. I have a couple friends where even Angry Birds has now become super competitive for ranking among us...and squeezing just a couple more points out of a level can shift our order. Adds a lot of depth.
That is an evil "gotcha" from the original Rogue Basically, you cannot "double vorpalize" a weapon. It's safe to read an unlimited number of Enchant Weapon scrolls on your weapon. If you try to Vorpalize your weapon a second time, rather than gaining another +1,+1 and changing the monster type, the scroll destroys it! As you said, it's not a bug, but it is something a dungeon crawler needs to be aware of so they don't lose an awesome weapon due to the desire for more power