Project in progress
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@greybeard said in Project in progress:
I wonder how long before @ben_lubar does the Rog-o-Matic for this.
I wonder if I'll ever "finish" df-ai for fortress mode and start doing adventure mode.
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@greybeard AND YET: your butt.
Sorry my 27-year-old game isn't original enough.
AND YET text based UIs still suck, and nobody wants to play your game if you have one. As true in 2018 as it was in 1991.
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@blakeyrat What's interesting is what happens when you go for this aesthetic, but make it have at least some UI:
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@magus said in Project in progress:
@blakeyrat What's interesting is what happens when you go for this aesthetic, but make it have at least some UI:
From the promotion video though, it's almost not like this at all though... I mean, there's not act-wait paradigm, no placement grid, no highly-compressed-to-the-point-of-illegibility symbolic representations of things, the scene isn't being described via text to the player....
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@greybeard said in Project in progress:
@masonwheeler said in Project in progress:
slay the Goblin King
Not get the Amulet of
YendorNosam?I know the reference, I just thought it'd be funny to suggest naming it after himself.
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I just updated the server to fix a few bugs, including one that prevented you from exiting the dungeon once you finished the quest. Also added a bit of content to the main page.
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@tsaukpaetra Everything is made of those symbolic representations, though, which is rather cool.
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@magus Wow that is an ugly game.
I bought Ben some text-based dungeon thing I thought he'd like because he's into DF, but now I can't remember the name of it. I think it had a Q in it.
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*sigh* Apparently the Azure VM rebooted while I was at work and the server never came back up. I've restarted it, and added a feedback page.
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@masonwheeler said in Project in progress:
added a feedback page.
Feedback: I never got my registration email and there's apparently no way to have it re-sent.
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What the... Why is there a "door" here?
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@tsaukpaetra said in Project in progress:
What the... Why is there a "door" here?
/me points up at the bit about corridor and door generation being a bit wonky and not having gotten around to fixing it yet.
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Just updated with a few bugfixes and a complete revamp of the front end. It's now a Blazor project, which is a bit heavier than the simple HTML I was doing before, but it'll make it a lot easier for me to develop stuff further going forward. Unfortunately, the server is being super slow at the moment. I think it's trying to download stuff from Windows Update and that's eating all its bandwidth. But I've got the basic architecture in place now. Next up:
- the ability for players to create dungeons
- items
- EXP, levels, and classes
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@tsaukpaetra Argh, I blame malicious gremlins. Fixed now.
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So there was a massive Azure screwup a few months back. Long story short, the site went offline, and it was too simplistic for me to put back up in its current form, so I've been haxx0ring away at it ever since.
I finally got the server back up now, with the new version of DungeonEpic online. It adds a lot of stuff you'd expect from a Roguelike:
- more monsters in the dungeon
- monster AI (they don't just sit around waiting for you to find them and kill them anymore)
- items and inventory
- EXP and leveling
- classes (including multiclassing)
- spellcasting
- completely revamped the uber-simplistic battle system into a real combat engine
- saved games, including auto-saving when you close the connection
It's still a WIP, but there's a lot more P on this W than there was before! Check it out at dungeonepic.com.
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@masonwheeler said in Project in progress:
Roguelike
@masonwheeler said in Project in progress:
saved games
ehm.
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@PleegWat Saving games is fine, as long as you delete the save on load and only allow save on quit.
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@Kian said in Project in progress:
@PleegWat Saving games is fine, as long as you delete the save on load and only allow save on quit.
...which is exactly what this is doing.
Well... "as-if". Technically it doesn't delete on load, so that in case the server crashes you won't have lost everything, but there's no way to have multiple saves or practice save-scumming, unless you figure out some exploit to crash the server of course.
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@masonwheeler said in Project in progress:
Check it out at dungeonepic.com.
It seems to me that "register" does nothing.
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@hungrier said in Project in progress:
It seems to me that "register" does nothing.
Looks like /register isn't wired up.
Error: System.InvalidOperationException: 'Router' cannot find any component with a route for '/register'.
at Microsoft.JSInterop.DotNetDispatcher.InvokeSynchronously (System.String assemblyName, System.String methodIdentifier, System.Object targetInstance, System.String argsJson) <0x1db6760 + 0x001c4> in <ff5eb2f6181945399a105e92b16da25a>:0
at Microsoft.JSInterop.DotNetDispatcher.BeginInvoke (System.String callId, System.String assemblyName, System.String methodIdentifier, System.Int64 dotNetObjectId, System.String argsJson) <0x1db6318 + 0x00084> in <ff5eb2f6181945399a105e92b16da25a>:0
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@hungrier said in Project in progress:
It seems to me that "register" does nothing.
@PotatoEngineer said in Project in progress:
@hungrier said in Project in progress:
It seems to me that "register" does nothing.
Looks like /register isn't wired up.
Error: System.InvalidOperationException: 'Router' cannot find any component with a route for '/register'.
at Microsoft.JSInterop.DotNetDispatcher.InvokeSynchronously (System.String assemblyName, System.String methodIdentifier, System.Object targetInstance, System.String argsJson) <0x1db6760 + 0x001c4> in <ff5eb2f6181945399a105e92b16da25a>:0
at Microsoft.JSInterop.DotNetDispatcher.BeginInvoke (System.String callId, System.String assemblyName, System.String methodIdentifier, System.Int64 dotNetObjectId, System.String argsJson) <0x1db6318 + 0x00084> in <ff5eb2f6181945399a105e92b16da25a>:0Sorry, fixed now.
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@masonwheeler said in Project in progress:
Sorry, fixed now.
I get a loop on the 'register' page after submitting details. There is a brief page that says 'loading...' and then back to 'register' with the input boxes blanked.
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@Cursorkeys Ugh... let me look into it.
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@Cursorkeys said in Project in progress:
@masonwheeler said in Project in progress:
Sorry, fixed now.
I get a loop on the 'register' page after submitting details. There is a brief page that says 'loading...' and then back to 'register' with the input boxes blanked.
Same here. Pressing return or clicking submit
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@Jaloopa Also, the URL the register page redirects you to is
http://dungeonepic.com/register?name=Jaloopa&email=jaloopa%40gmail.com&pwd=hunter2&pwdMatch=hunter2
Why aren't you POSTing that?
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@Jaloopa said in Project in progress:
Why aren't you POSTing that?
I am! Something very screwy is going on inside the browser. As near as I can tell, the POST is failing, so it decides to retry it as a GET for whatever reason.
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@masonwheeler No errors in the console, and everything in the network tab is 200, so doesn't seem to be an error in the client.
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Argh, found the problem. They made a change in Blazor that breaks form submission, and I fixed it for the Login form, but not the Register form. It should be working now.
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JeffProject in progress.
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Nicely put together - reminds me of Rogue quite a bit. I have a couple of feature requests:
- "Rest" command. (wait ~50 turns, cancel early if I see a monster.) Running into the wall for minutes on end to regain HP isn't terribly fun.
- Some way to learn the internal stats of an item. I suppose a long spear is better than a spear, but is it better than a broadsword? Is bronze chainmail better than iron chainmail? (maybe using an item for a while reveals the stats, or add scrolls of identification)
- Drinking a potion, apparently, doesn't take any time. It probably should.
- I was going to complain that I can't drop items, but then again, there's no penalty for carrying stuff, so no worries.
- Targeting a specific monster with ranged spells would be nice (I'm looking at you, Flame Vortex), but I can see how it would be a pain. DoomRL did a nice job of it, if you're looking for an implementation to copy. (+/- to cycle through visible targets, and also arrow keys to move the impact point manually.)
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@Kian said in Project in progress:
Saving games is fine, as long as you delete the save
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@PotatoEngineer said in Project in progress:
Nicely put together - reminds me of Rogue quite a bit. I have a couple of feature requests:
- "Rest" command. (wait ~50 turns, cancel early if I see a monster.)
That's on the to-do list; I just have to solve a few technical challenges to make it work with my architecture and the client-server model I'm using.
Running into the wall for minutes on end to regain HP isn't terribly fun.
You can use 5 or . to take a turn without moving.
- Some way to learn the internal stats of an item. I suppose a long spear is better than a spear, but is it better than a broadsword? Is bronze chainmail better than iron chainmail? (maybe using an item for a while reveals the stats, or add scrolls of identification)
That's definitely coming.
- Drinking a potion, apparently, doesn't take any time. It probably should.
OK yeah, I'm totally going to fix that.
- I was going to complain that I can't drop items, but then again, there's no penalty for carrying stuff, so no worries.
Yeah, this will come soon.
- Targeting a specific monster with ranged spells would be nice (I'm looking at you, Flame Vortex), but I can see how it would be a pain.
That's going to be in the next "tier" of spells. Right now you've got three tiers: touch (range of 1), strike (ranged spell, but can't hit something 1 square away and strikes a single target randomly) and bolt (straight-line attack). The next one will be ball, which you throw at a specified position. (Once I get the code for targeting squares working, I'll also be able to use it for ranged weapon attacks and a "look at this square" function, among other things.)
DoomRL did a nice job of it, if you're looking for an implementation to copy. (+/- to cycle through visible targets, and also arrow keys to move the impact point manually.)
Haven't played it. A lot of the mechanics and "feel" I'm using are based on ADOM, which you probably noticed already if you're familiar with it, but I'll have to check that out.
Thanks for the feedback! It's very helpful. :)
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Still can't register. Here's what the network tab shows
And here's a console full of errors
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@Jaloopa That's very weird. Registration is working properly; I've had a few other people be able to register. I'll poke at this a bit from my end, but the one thing I really notice here is that you appear to be using Opera. It's possible that it's a browser quirk; can you try it from Chrome or Firefox and see if it works there?
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@Jaloopa Also, from a bit of googling, it appears that that particular error is CORS-related. If you get it again, can you post the expanded Network tab view for one of the failed fetch requests, so I can see the Request and Response headers that got exchanged?
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@masonwheeler This view?
Preview, response and timing are all empty. Opera 55.0
Same in Chrome 68, Edge 42 fails with the same console errors but network shows a 200 for a GET
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@masonwheeler Same error on login
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@Jaloopa said in Project in progress:
@masonwheeler This view?
Preview, response and timing are all empty. Opera 55.0
Same in Chrome 68, Edge 42 fails with the same console errors but network shows a 200 for a GET
So you don't get response headers? That's very strange. Is it making an OPTIONS call to the same URL before the POST?
I just checked and confirmed it's working from my end, so having it not work from yours is a bit aggravating... :(
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@Jaloopa OK, on further testing, I can reproduce this, but only in Chrome. (And apparently Opera, which shares a lot of Chrome stuff under the hood.) It works properly in Firefox. Unfortunately, it's not actually giving any useful information in the console about what's going wrong, so I'll have to poke at this some more to figure out what it's doing.
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@Jaloopa I think I found the problem. Try clearing your cache and reloading, and it should work this time.
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Progress of a sort. I now get the errors after 21 seconds rather than immediately
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@masonwheeler said in Project in progress:
I just checked and confirmed it's working from my end,
Why is it trying to connect on port 8080?
Request URL: http://dungeonepic.com:8080/login
Edit: it also apparently tries to fetch a feed from the same port.
Are you serving from behind a proxy and not handling that well?
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@Tsaukpaetra said in Project in progress:
@masonwheeler said in Project in progress:
I just checked and confirmed it's working from my end,
Why is it trying to connect on port 8080?
Request URL: http://dungeonepic.com:8080/login
Edit: it also apparently tries to fetch a feed from the same port.
Are you serving from behind a proxy and not handling that well?
I've got three different things: the file server that hosts the static content on port 80, the REST-based API server that handles login, registration, and (coming soon) editing and user-generated content, and the websocket game server. They're on different ports on the same box.
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@Jaloopa said in Project in progress:
Progress of a sort. I now get the errors after 21 seconds rather than immediately
Argh. For whatever reason, the VM got rebooted.
It should be working now.
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@masonwheeler said in Project in progress:
the VM got rebooted.
*blinks* Sometimes I forget you're not running it as an actual service that should automatically start on boot...
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@Tsaukpaetra That's yet another thing on the to-do list. :P
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@masonwheeler said in Project in progress:
They're on different ports on the same box.
... why? Why not
/api
and/static
roots?