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Welcome   by codezombie on 05-07-2010 01:55:58
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 Subject :Expansion Testing.. 12-10-2011 17:11:05 
codezombie
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Joined: 14-06-2010 21:54:27
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I'll be finishing up the first levels of the expansion this weekend.  If anyone is interested in testing it then just send an email to contact@deadlydungeons.com and I'll send you a copy to test.  You don't have to own the game to be able to test it. :)

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 Subject :Re:Expansion Testing.. 12-10-2011 20:52:46 
Skaffel
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Excellent! I think the game so far is great, and I've been looking forward to the expansion.

I'd be happy to give to new levels a run, so be sending you an e-mail also. 

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 Subject :Re:Expansion Testing.. 23-10-2011 19:04:41 
Jester5093
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I emailed a week ago, still haven't heard anything.  do you still need testers?

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 Subject :Re:Expansion Testing.. 23-10-2011 19:41:45 
codezombie
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I haven't sent out the test yet.  I decided to put together all the new music tracks and sound effects before sending it out.  I have everything for the first couple levels besides props now.

The only thing I have to do is add the dialog in the starting area.  After that, I'll send it out.  I'm working on it all day today, so hopefully I can get it finished.

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 Subject :Re:Expansion Testing.. 03-11-2011 02:55:41 
Tank_0042
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I would LOVE to participate in your testing, Deadly Dungeons is easily my favorite Android game! Email sent!
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 Subject :Re:Expansion Testing.. 07-11-2011 07:06:11 
codezombie
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Ok, I was able to finish everything I wanted done for the first test. I need to get some sleep now. I'll build a new version tomorrow and send it out along with some instructions and information about the test.
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 Subject :Re:Expansion Testing.. 07-11-2011 07:19:23 
Grävling
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Congratulations, and sleep well.
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 Subject :Re:Expansion Testing.. 08-11-2011 16:08:31 
codezombie
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I have released the first test for the expansion. I'll release subsequent tests as I add things in.
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 Subject :Re:Expansion Testing.. 09-11-2011 09:15:23 
Grävling
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I've started testing, but I have already found a serious bug. It is essential that when you step through a teleporter you lose your acquired target. More later -- ah yes, once you acquire the medusa as a target the only way to lose it seems to be to leave the dungeon level or to die -- or, I assume by killing the Medusa, but I haven't managed that yet.

Swamp hydras seem overpowered to me, and, wow is that mother hydra tough to kill.  Congratulations! :-)

 

Edit:   Workaround: if you save the game, and then load that save, the lock will be gone.

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Last Edited On: 12-11-2011 06:07:01 By Grävling for the Reason
 Subject :Re:Expansion Testing.. 09-11-2011 23:18:09 
codezombie
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Yeah, there is no reason to maintain a target between portals since creatures cannot use the portals. I'll go ahead and release the current target whenever the player enters a portal.
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 Subject :Re:Expansion Testing.. 10-11-2011 03:22:21 
Grävling
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Aha, so the monsters _cannot_ -- I was wondering if that was the case or whether it was 'can choose not to'. In any case, if you teleport out of a place into a corridor full of new hostile monsters, you badly need to acquire these new targets -- and you may not be able to run around enough to lose your old ones.
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 Subject :Re:Expansion Testing.. 10-11-2011 14:02:05 
Skaffel
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- I really like the art work, and the score adds nicely to the feeling.

- The dialogue in the beginning (both Zebo’s and the statues’) I think could be edited a bit. It gets a bit long now… Perhaps if you want some more concrete suggestions you could post a transcript.

- The new monsters are interesting, and I like that they are quite hard to kill, not the least since if it speeds up the XP gaining rate. Of course it shouldn’t be too easy to gain level, but before the tester I think I went through the entire game three or four times just to go from lvl 16 to 17, and that I think is bordering on too slow… However, I do have one problem with the new monsters: the stun ability of the centaurs. At times the stuns have come so quickly I haven’t been able to act at all, just waiting for the inevitable to happen… Perhaps the time between the stuns could be increased slightly, either by decreasing the stunning rate of the centaurs slightly, or so that after a stun, you are immune to another stun for a second or so.

- The teleport maze took a little while to maneuver, but once I got the technique, I thought it ran smoothly. One suggestion though, (and this is maybe just me being lazy), could be that once you reach the door to the next level, a portal opens back to the entrance. Just so you don’t have to track back through an empty maze when going back and forth to Zebo. In the earlier dungeon levels I liked that you had to actually walk all the way up, and down again, to sell off your stuff, and maybe buy something new, but in the teleport maze I felt that it took too long, so eventually, when my inventory was full, I just left stuff on the ground. So, to me it seems that opening portals between the exits and entrances to go back could be a good idea. It wouldn’t make the actual game easier, but it would decrease the amount of gaming time that goes into what is basically a non-essential aspect of game.

- Maybe if more of the expansion continues above ground, “and Beyond… “ could be added to the title of the game.

My comments for now… Looking forward to testing further additions, so far it’s been a delight to continue gaming.

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Last Edited On: 10-11-2011 14:03:44 By Skaffel for the Reason added some blank lines...
 Subject :Re:Expansion Testing.. 10-11-2011 15:39:01 
Grävling
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Skaffel, what sort of character have you been playing? I know there aren't classes here, but still there are styles of play -- 'shoot it full of arrows' vs 'whack it to pieces with my greatsword' vs 'blow it to bits with my firebolts'. I am playtesting first with a 'blow it to bits with my firebolts' sort of character. And I use the 'miracle' spell to get un-stunned all the time -- you can cast miracle while stunned :-) . For me getting stunned by cyclopses has been worse than getting stunned by the centaurs, but neither of the two were any trouble compared to the hydras. I will make a full report after I have tried things with a 'shoot it full of arrows' and a 'whack it to pieces' sort of character.

Happy Hacking (and Slashing, and Zapping),

Grävling

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Last Edited On: 10-11-2011 15:40:05 By Grävling for the Reason
 Subject :Re:Expansion Testing.. 11-11-2011 05:33:55 
Grävling
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Found another bug. You can teleport to a teleporter that is on a square that is occupied by a monster. I just landed, took one step forward, and the cyclops that i had no idea I was sharing a square with one-hit me to instant death. :-(
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 Subject :Re:Expansion Testing.. 11-11-2011 05:43:58 
codezombie
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I'll be sure to address all the current issues this weekend and release another version.
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 Subject :Re:Re:Expansion Testing.. 11-11-2011 08:23:15 
Skaffel
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[Grävling 10-11-2011 07:39:01]:

Skaffel, what sort of character have you been playing? ... I am playtesting first with a 'blow it to bits with my firebolts' sort of character. And I use the 'miracle' spell to get un-stunned all the time -- you can cast miracle while stunned :-) . For me getting stunned by cyclopses has been worse than getting stunned by the centaurs, but neither of the two were any trouble compared to the hydras.

Happy Hacking (and Slashing, and Zapping),

 

[Skaffel's reply]:

My character is a magic user as well, not so much firebolts as ice bolts though... For me, even if both hydras and cyclops took quite a lot of hits to kill, I think neither got me that many times... Not compared to the centaurs anyway. Perhaps it has something to do with how we have distributed our skill points? It comes to mind that I haven't put that much on Agility, and perhaps it is easier for a more agile character to escape between two stuns...

Fortsatt god slakt du med :)

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Last Edited On: 11-11-2011 08:25:00 By Skaffel for the Reason messed up the quotation
 Subject :Re:Expansion Testing.. 11-11-2011 12:27:34 
Grävling
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Joined: 04-11-2011 16:46:04
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I put tons in agility, my favourite stat for all sorts of adventurers, which means that you can run away from things and blast them from a distance. Better agility means that you are a lot faster than the monsters, and get many more attacks in on them for every one they get on you. And you can generally stay out of thumping range for all those monsters that try to pound you. The ones that want to eviscerate you from a distance, of course, are still trouble. You should be able to ice the centaurs before they touch you in nearly all cases -- at any rate, they burn nicely.

 

My closing stats for my magician character (including his magic bonus items)

str 30

end 25

ag 50

magic 107

so maybe the centaurs die for me because I have so much magic.  I also had 4 levels of charge

and 3 of firebolt -- making a charge/fb combo pretty nasty.

 

Grävling

 

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Last Edited On: 11-11-2011 12:32:31 By Grävling for the Reason
 Subject :Re:Expansion Testing.. 11-11-2011 14:04:31 
Skaffel
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Joined: 12-10-2011 20:44:46
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@ Grävling

The reason I didn’t put that much on agility is that I didn’t notice that it did much difference – I could run as fast as I could tap, and while my Ice bolt had some down time between casts, the Blast spell did not. Against this background I assumed that agility was more important for sword/axe/bow users, rather than if you use magic for your offence. However, if I had actually read the guide more carefully, things would come in a different light, because speed, it is explained, is a relative property, so that the more points you put on agility, the slower the enemies move/attack. Accordingly, in the case of my centaur issue, it would appear that had I put more on agility, the centaurs wouldn’t be able to stun me as rapidly as they do now, and I could very well have gotten away.   

Perhaps our stats could be analysed further, to give some hints as to why you have more trouble with the Hydras, and I have more trouble with the centaurs.

Grävling
Str 14 %            
End 12 %
Agi 24 %
Mag 50 %

 Skaffel

Str 32, which is 9 % of my total skill points
End 80 - 23 %
gi 40 - 12 %
Mag 193 - 56 %

 

Looking at the %s, you’re clearly higher on Agi, and I’m clearly higher on End. So, if the centaurs are a fast breed, your character would be better equipped than mine to deal with them, and if the hydras  are slower, but deals more damage, my character would withstand their attacks long enough to do enough damage back.

 

 

Sorry if I'm getting a bit off topic, but one point that actually is regards the expansion; the centaurs stun ability, after my and Grävling's considerations doesn't seem to be a problem, it's just me who have been too cheap with the agility points... :)

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Last Edited On: 11-11-2011 14:49:34 By Skaffel for the Reason trying to stay on topic
 Subject :Re:Expansion Testing.. 11-11-2011 14:30:17 
Grävling
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There is that, but the other thing is the poisoning. I cannot zap them with firebolts when I am too busy casting heals on myself. :-)
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 Subject :Re:Expansion Testing.. 11-11-2011 14:35:09 
Grävling
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Joined: 04-11-2011 16:46:04
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thinking about the update -- I think the mapping needs to be reconsidered. In maze levels, you don't really want the usual 'see 3 squares on either size' rules of normal maps. The only corridors you want to be made visible are the ones that you have actually walked in. I'd also like it if the teleporters were shown on the map, ideally with numbers or colours showing where they teleport you to. But maybe that's only I who likes things this way.

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Last Edited On: 15-11-2011 10:12:19 By Grävling for the Reason fix grammar
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