PAPAKI (roguelike project)

It's the news about the Papaki roguelike game.

Thursday, October 15, 2009

084 version for you

Here is finally a (somehow) playable version of the game:
Sorry I do not have the manual ready while there is much work to do.

Papaki 0.8.4

1-9 move
5 rest for some turns
W wilderness mode
e equip weapons/armor
i inventory
u use item (drink/eat)
f fling a missile(Missile and maybe Weapon slot must be filled)
s search for secret doors
g get item
c close near doors
Q quit game
l look
m show maps
M last messages
C say something(useless :p)
S view your skills

When the game begins, equip your sword with 'e' command,you can enter the dungeon or walk around finding other tombs.
Best way to travel is 'W' at roads.
You can loot humanoid corpses for varius items.

Known bugs:
Some monsters do absolutely nothing until you get close
Various graphic layouts


  • At 10:23 AM, Blogger JimmyBignuts said…

    I like it! There are a few spelling mistakes here and there but otherwise it was pretty sweet.

    A few thoughts:
    I really like the idea of using corpses as containers and looting them rather than uselessly picking them up as some roguelikes do.

    There were a few menus where I was trying to hit ESC to get out of them and getting nowhere fast (the equipment screen I think). Space seems like an unintuitive choice to me.

    Hitting get when there's just one item on the ground should just pick up the item without bringing up a menu with only one option on it. A minor point really but it makes things a little bit easier.

  • At 11:12 AM, Blogger Βασίλης said…

    Your right, I forgot how annoying was for me too to leave equipment menu at first times.

    And for corpses, I have more ideas but it's to early to implement them :)

  • At 11:53 AM, Blogger Aquillion said…

    It's neat!

    One thing: The [W]ilderness movement mode is a bit unintuitive -- it took me a while to realize why I sometimes wouldn't move when I had it open and hit a direction.

    Do you plan to improve it? For instance, by having your character try to automatically determine a path to the edge of the current 'square' from a [W] perspective, and attempt to walk it, rather than just walking in a straight line?

    Of course, that could still cause problems if you walk into a dead end while using [W] in an underground maze or something... hmm.

  • At 12:00 PM, Blogger Βασίλης said…

    Most of the bugs are fixed, and I have added some more things. Check next version, it is uncoplite because villages and towns are empty but it's worth to see it.


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