No.776
Am I the only one who considers Infra Arcana to be an absolute masterpiece? Now don't get me wrong, I realize on a gameplay level, it certainly has its faults and can be dull compared to something like IVAN or DC:SS.
But the thing is, neither of those games have even 1/1000th of the chilling atmosphere, world building, or stylistic minimalist visuals.
I think it's on-par with a fucking Rembrandt Harmenszoon van Rijn painting, in layman's terms.
I only consider one other game in the world an equivalent of a piece of classical art, so that's a really great achievement.
IA general.
I swear, I'm not the IA dev. Is he still rotting away on /rlg/, or has he made the move to 8chan? I can't even remember what his tripcode was so I can search for him in the archives.
No.780
>>776Holy shit that's some high praise. Thank you very much!
I check both this place and 4chan occasionally btw.
This is my first non-anonymous post here. I'll be using the same password as on 4chan. But I don't know if it will generate the same code.
No.781
>>780>But I don't know if it will generate the same code.It didn't.
No.785
>>780oh how exciting to see you here. do you have plans to add more music to the game in the future? I'm a big fan of the main menu theme, listen to it every time.
No.786
>>785>I'm a big fan of the main menu themeMe too. I was lucky to get permission from Musica Cthulhiana to use the track.
I don't have any plan to add more music. But I will surely add more "background noise" in the future.
No.823
No.824
>>823>* Some map features can catch fire, which can spread to adjacent cells over time>* Smoke causes blinding and choking>* Added Gas mask (the war veteran starts with one)>* Kicking a statue can cause it to topple over, damaging any monster behind it>* Added phobia for darknessnow you have my interest
No.825
>>823The new in-game font is very attractive.
No.826
>>824>* Some map features can catch fire, which can spread to adjacent cells over timeInspired by Brutal Doom
No.830
IA dev, what class do you main?
No.840
>>830Occultist. I almost always play spell casters in RPG's/Roguelikes.
No.851
Shit.
Time to try and beat this thing again.
No.854
>>840what are you planning for future updates of IA?
No.858
>>854For the immediate future I'm doing interface improvements and "modernizing" the game a bit. For example:
* Mouse support - ideally you should be able to play it entirely with the mouse
* Nicer looking and more functional information below the map. As it is now it's very cluttered. I'm thinking about having some icons for using lantern, healing, drinking potions, swapping weapons, etc (with popup tips reminding you of the keyboard shortcut).
When this is done, I may do a release just for that.
Then there's a bunch of stuff that I intended to get into v17, that I had to cut since I didn't want to rush them and do a poor job. Mainly traveling to other worlds (dreamworlds, etc). There's also some "low hanging fruit" such as adding more room types (perhaps a "Sick forest" with green trees that makes you sick while walking through it - typically containing molds and disgusting stuff like that).
After that… well I have about 26 pages of notes describing various ideas :)
No.1024
>>858
>For the immediate future I'm doing interface improvements and "modernizing" the game a bit.
Actually, I'm not doing this. It's not fun to develop, and also I don't care much for "modern" UI:s in roguelikes. It works perfectly fine the way it is.
I'm focusing my effort on content and game mechanics instead.
No.1028
>>1024
Good to hear that. More contents/mechanics and polishing are appreciated.
No.1029
>>1028
Currently working on making traps more interesting. For example dart traps should not just be an abstract "dart" described in text, there should be an actual dart flying out of the wall. Also experimenting with having a randomized delay from when you step on the trap until it triggers, that way you may get a chance to actively step out of danger - instead of just relying on the RNG allowing you to dodge.
No.1033
>>858
Ideally, most roguelikes should have command synonyms (UnReal world doesn't let you pick up with g), I suggest making another key for unloading guns or replacing G with another character.
No.1034
>>1033
Rebindable keys is probably the answer.
No.1036
This is a pretty cool game.
The melee doesn't feel very good though. I have had times where I would miss too many attacks in a row on more than one occasion. RNG or not it is strange for a wolf in dlvl 0 to take you down to 1 hp.
IA dev it would be nice to hear some more environmental sounds. Nothing too much like TOME but maybe just footsteps or monster noises in the distance besides door bashing.
No.1039
New class in the last update (yayy):
>"GHOUL":
>Cannot use medical equipment, but can instead regenerate Hit Points by feeding on corpses (stand still on a corpse to eat)
>Has powerful claws
>-15% hit chance with firearms & thrown weapons
>immune to disease & infections
>TODO: Has Infravision
>TODO: -50% shock taken from seing monsters
>All Ghouls are allied to you
sounds good
No.1042
>>1039
New ennemies added in the last update yayy
and invisibilty!
>pic related
No.1047
>>1042
Now there's also Floating Heads and Invisible Stalkers.
No.1048
>>1047
Guess I should have put that behind a spoiler
No.1049
>>1034
I played several times these last days, and I think the new monster , the Invisible Stalker is pretty brutal when you aren't an occultist.
Bloody new monsters, I have to find new strategies to kill them… I can't past the 10th dungeon level now lol
The Ghoul is a great addition: it fits very well with the lovecraftian lore!
I join a screenshot/mockup where I took the the liberty to make 2 modifications:
- I guess you removed some infos to gain more place for the 3rd line of the interface, but I think keeping the infos about the Armor & the Electric Light might be more convenient.
By using the Lantern sprite (or just the letter 'E') you don't spend a lot of space imho.
- I slightly edited the Floating Head sprite: mine is smaller and more at the right scale considering the other monsters.
BTW It's impossible to post new topics or replies on your wikispaces forums for weeks: "This wiki's subscription has expired. The wiki will be reactivated once one of the wiki organizers renews the wiki's subscription" :/
Do you plan to resurrect this forum, or just maintain your new website?
No.1050
>>1049
Thanks for the feedback!
Concerning the new monster, the Invisible Stalker, I haven't yet encountered it "naturally" in a normal play-through yet - only by some quick testing. I'll probably tweak it later (or not, brutal can be good ;)).
Also, there's quite a lot of invisible monsters now. It would be good with some more items that lets you detect invisible monsters.
I have some more traits planned that the Ghoul can pick.
Your version of the Floating Head is an improvement. I'll use it!
Your mockup looks good too. Actually I'm thinking about drawing symbols for health and insanity (like a heart and a brain) and using that instead of "H" and "INS" as well. "DLVL" could just be the stairs symbol, and "ARM" could be the symbol of whatever armor you're wearing. (Etc.)
>It's impossible to post new topics or replies on your wikispaces forums
Yeah I know. I have completely deprecated the wikispaces page for two reasons:
* It was really annoying and buggy to edit pages.
* I don't feel like paying to host a free game.
No.1051
Do you have to unlock Ghoul?
No.1053
>>1051
No, there are no shenanigans like that in IA. You can select it right from the start.
No.1054
>>1053
Well I have 0.17 downloaded (from the google page) and only classes are Occultist, War Veteran, and Rogue.
No.1055
>>1054
Th e Ghoul class & the new enemies are still in the WIP version here nhttps://github.com/InfraArcana/ia
No.1056
So I take it you can't actually bash walls with a sledgehammer?
No.1057
>>1056
Nope, it''s just flavor description. But could be a neat feature.
No.1058
>>1049
>>1050
Well, I've pushed a commit including reworked character info lines, and very slightly modified version of your head tile.
The info lines also show the number of supplies left in the medical bag. I use a single letter/symbol for everything there now, except character level.
No.1059
>>1057
>But could be a neat feature
Totally! Hopelessly digging your own tunnels with weapons to escape monsters sounds great.
Of course, only some weapons should be able to do that, and only for few tiles
ie. after destroying ~6 wall tiles, the weapon is broken.
No.1060
>>1058
I think you can gain more space by getting rid of the colon between the symbol & the number. In this mockup, I added more infos too (number of turns before the Electric Light breaks),
No.1061
>>1060
Hm, yeah it looks neat for the symbols like heart/spirit/brain/stairs/etc. But for the letters it looks cramped and weird, as if the white text was accidentally placed over something written in the gray text.
If good symbols could be made for the other info too, it could solve the problem (at least for tile mode - but text mode would still suffer from it). Weight could be represented by one of those classic cartoon "weight" blocks (just google images for "weight ton" and you'll see what I mean). Turn number could be a stopwatch. No idea what level/xp could be though. Something like a lightning bolt, or a plus sign, or a fist, or a sword…? Not sure if any of those convey the meaning effectively(?)
Or perhaps the "elder sign" currently used for spirit could be used for level (it would make sense as a symbol of power) - and something else was used for spirit.
No.1062
>>1061
>But for the letters it looks cramped and weird
yeah, you're right.
Another mockup with new icons:
- weight ton block
- spiral for the Spirit (and putting the Elder sign for the level/xp info.
- stopwatch for the Turn number (footprints could work too).
No.1063
Level 3 / Depth 5 / War Veteran with full health 20/20, lot of weapons, etc.
>open a a chest
>chest is trapped
>paralyzed by fumes
>3 Cultists hear the noise and came from 2 differents doors, and they all shoot at me with their spike gun
>can't move at all because paralyzed & pinned to wall
>brutally gangbanged to death
Come on!! I only wanted to open a godamn chest…
No.1064
>>1062
I have now implemented and pushed something close to your mockup. I'm using your spirit, weight (but with a "W" instead of "T") and stopwatch tiles. It looks fantastic now! I even found a solution for text mode that looks very good as well (drawing single letters with a gray background).
No.1066
I keep getting loads of stuck doors, spraining my ankle a bunch and dying early. One game I even got teleported into a sealed room and had to sprain away 12/14 HP to kick away a hidden door/stone wall.
Getting further each time, though. brety gud
No.1067
>>1066
This won't be an issue in next version. I've gone back to roughly the same Wound system from a couple of versions ago. It was a better way after all.
So normal HP will regenerate pretty fast again, and you don't have to wait a hundred turns to heal a sprain.
Although you could still die from kicking too much repeatedly I guess, you'll have to watch your healthbar and take a rest sometimes :)
No.1068
A small thing that annoy me:
why the 'Quick move' action is limited to 10 tiles only? Having to hit the 'e' key multiple times to run in a straight line without obstacles… feels clumsy tbh.
No.1070
>>1068
It's a very quick and simple algorithm, it just makes you move forward 10 steps, or until a message is written, or until certain things appear in the target cell (darkness, fire, …).
If the 10 tiles limit wasn't there, you'd constantly be overshooting T junctions by many steps, and stuff like that.
So it's a compromise so that if the character happens to walk past some corner you might want to explore, you're only going to overshoot it by a few steps.
Yeah the best solution is to implement a smart algorithm that detects junctions, corridor bends etc, but frankly there's other things I'd rather be doing.
No.1071
>>1067
That's good. Several sprains in a row doesn't happen too often, but the RNG can sometimes screw you. Looking forward to not going half-insane waiting to heal after that.
Your game is excellent.
No.1075
>>1070
There is a small bugin the lastest Github update: the player has now 30 daggers in the inventory each new game…
No.1076
>>1075
It was just a temporary thing for debug purposes which accidentally ended up in the commit.
No.1083
I had an idea :
since the statues are mostly useful (the can be pushed & toppled on things), maybe they could be a danger too : they could randomly transform into ghouls or cultists (or some other monster : zombie, golem, etc. ) if the player is too close?
No.1084
>>1083
Yep, I had an idea similar to that. Would be pretty fun if players are paranoid of statues.
No.1085
It shows this when I press 't'. I think "(press 'w')" is not suppose to be here.
No.1086
I shot the Gas Spore, it was exploded on my face and the game crashed.
No.1087
>>1086
Thanks. Yes I saw this elsewhere too, the exact same scenario (dying from gas spore explosion - followed by a crash).
I did some testing yesterday by shooting spores next to me, but I didn't get any crash. So there must be some additional condition.
Are there any more details you could tell me about the situation? Was any other monster hit by the explosion? Had any monsters previously died inside the explosion area? Were the spores slowed or confused or something?
No.1088
>>1087
I'm not sure about the exact condition but I remember that there were multiple explosions and I was wearing gas mask.
No.1089
>>1088
The gas mask could perhaps be relevant. Thanks.