Ignite: potions and scrolls

Recent changes:

  • potions and scrolls were added to game
  • identification of potions and scrolls were enabled

  • added: 5 potions effects. No bad effects yet.
  • added 8 monsters

Inventory Filters

Filter query was added to inventory. Now player can have access only to a part of his inventory:

Just type something and game will sort inventory for you. Or leave filter string empty to view full inventory.

Added: now filter query understand slot names (and part of it, so “ri” would be enough for “Right hand” slot items) and material types:

First deity – Cynareth

Magic knowledge and ambustion, item weight

Recent changes:

  • added magic ambustion and magic knowledge mechanic
Player get one point of magic knowledge for every point of spellcasting skill he has. This knowledge is “used” when player tries to memorize new spell. If player doesn`t have any “free” knowledge points and still want to learn new spell, he gains magic ambustion points.
Magic ambustion lower player`s mana pool and that effect can be removed only by gaining more knowledge in Magic skills.
All divine abilities doesn`t have memorisation mechanic (they are presented as a gifts from a deity) and new Holy spells doesn`t decrease “free” Knowledge.
  • added weight to every item in the game
  • added Burdened status effect
  • added 3 “weight” item enchants
  • added AOE flame that will destroy items with time (this will occur if you throw stone in lava or spellbook in campfire)

An achivement! analyse.

This post will be not about an Ignite. It will be about a little analyse to understand what kind of people playing games this days. I will analyse free achivement ranking for a couple AAA games at Steam. I will look at number of people that have done any first in game achivement (aka “do tutorial or something and have shiny achivement for free”), number of people that have completed the game (and had achivement for that) and any “hard modes” completed.

1. First title will be – L.A. Noire.

This game has good example of free achivements that will be achieved by anyone who will play long enough.

  • Police academy – 71.4% of people that bought L.A. Noire had it.
  • Intrigue grows (solve ANY puzzle) – 66.4%

So, 35% of customers doesn`t played L.A.Noire for longer than a hour.

2. Deus Ex: Human Revolution

I love this game, completed it several times and think that Deus Ex best game for a last 10 years. But what achivement can say?

  • Only 89% of players hack computer console at least once.
  • 78% upgraded a weapon at least once
  • 72.9% completed first mission (at warehouse)
  • 71% upgraded any implant
  • 47% completed game at least once
  • 9% completed Deus Ex at hard dificulty
  • 3.2% completed game without raising any alarm
  • 2% completed game without any kills

27% of customers doesn`t played Deus Ex.

3. Shogun 2: Total war

Another title i like very much. Shogun 2 have very good achivements system that doesn`t give player any free achievement. You should do something to earn it. At least to kill every man in your foe army (72%) or collect 10000 heads of enemy men (51%). We can`t say anything with this achivements, sadly. Except the fact that percentage of user refusal is lower than in L.A. Noire or Deus Ex.

4. Fallout: New Vegas

  • 94% completed first quest chain (in that village which name i forgot)
  • 57% reached 10th level (it`s almost nothing)
  • 16% completed game as Anarchist, 10% bring victory for NCR, 7% completed game for New Vegas supercomputer and 4% for Legion
  • only 4% completed Lonesome Road DLC

5. Portal 2

We all love supercomputers and portal gun, or not ?

  • 86% completed game intro (Survived the manual opening of cameras). 14% of gamers didn`t player game for a long as 5 minutes? WHAT?
  • 82% awakened GLADOS (30 minutes milestone)
  • 59% completed the game (it took for me 2 days)

I am amazed! 14% of customers didn`t play for a long as 5-10 minutes in AAA games this days. Only 15% (for a complex RPG) and 60% (for a puzzle) complete game. I don`t say anything about hardmodes(They are generally not profitable to develop).

Ignite – new version soon

I plan to release new version of Ignite soon (in 3-4 days). It is going to be a major update. Here is a list of changes:

  • Big procedure generated world.
  • Large amount of various dungeons to explore
  • Large amount items to find, some of them will be magical enchanted
  • Item rarity system are in the game:
    • Items now have rare status: broken, common, magical, rare, epic, legendary.
    • Items get various enchantments based on rarity factor (more than 20 enchantments in the game right now, epic sword enchantments example)
    • Items are not identified when you find them.
    • While using of item you can learn it hidden properties
  • Bows and slings to shoot at your foes (or bows and slings to shoot at you ;) )
  • 2 new abilities of ranged combat specialist: Flare and Piercing Shot
  • New resource – Fury
  • Rage skill rebalance to not use mana anymore
  • 1 new Rage ability – Frenzied Regeneration
  • 2 schools of magic: arcane and holy
  • ~12 new spells to find, learn and cast
  • 1 deity to belive in
  • Many graphic tweaks
  • Various AI updates
  • Various UI tweaks

Ignite influence

Many things affect the development of Ignite. Historical and cultural heritage of mine are among them.

Today I added the first item that refers to my Slavic roots – Slavic Sky epic sword for low level character.

Expect more items (and gods, quests etc) that can be associated with Slavic history, rock and metal music.

And Happy New 2012 Year Everyone!

New inventory and spellbook interface

Working on a new inventory mode right now. First inventory mode was slot-based and centered around equiped items. Goodsir proposed to make additional mode where all character items will be displayed.

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All items in inventory are sorted by a type. Tooltips at right show selected item information(lower tooltip) and equiped item information of similar type (upper tooltip, if there is an applicable equiped item).

Spellbooks added to the game. Spellbook contains spells that player can learn from it.

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… and ability to learn new spells from spellbooks and any other writings that can contain spells.

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New roguelike development articles

  • Programing language: Lua. Lua is a very nice and easy-to-learn scripting language specifically designed to be embeddable and able to represent complex data …
  • Lua makes infofiles obsolete. In Lua, any .lua code file can be executed by your software with a call to dofile(“filename”) …
  • Designing Flexible, Reusable Algorithms. There are a lot of algorithms for generating roguelike levels. The vast majority involve dealing with discrete 2 dimensional lattices, or 2D arrays of map values. What follows is one way of organizing your map generation code.
  • Denizen Herding Behavior. This article is about getting your denizens to herd together to a greater or lesser degree and is by Russell Ackerman.

 

ASCII and graphic

I like the best ASCII “lovers” argument “against use of graphics in roguelikes”: ADOM was 80 characters width. In 32 pixel tiles this will be 2560 pixels to display and there is no monitors to display such big picture.

They forget about a fact that LOS in ADOM was no more 8-10 tiles (and that is no more that 320 pixels to display).

They stuck in 1980 in terms of user interface and usability: game in 2012 doesn`t need to display ALL map at once and definitely developer of such game can create a camera to display only a part of this map.