00-Evan
- 117 Posts
- 475 Comments
Glad to hear it! Unfortunately there is a timer on Android 5 support too, though it’s still a ways off. I expect I may have to drop 5.0 and 5.1 in another 2 years or so.
Technically it’s when the hero hits level 3, but yeah that’s the intent. Basically once it has become very likely that the player is going for randomized victory it’ll start reminding you to do it.
Frankly I don’t think there’s anything wrong with a game appealing to a specific audience and deciding not to let its experience be substantially changed in the name of inclusivity. There are SO many games out there and I think it’s fine for a game to not try to appeal to as many people as possible.
I’m not going to take this to the extreme of actively trying to fight save file editing on more open systems though (windows, rooted android, etc.) There’s no real way for me to do that without a system that would be overly awkward for regular users. The game already compresses save files, which makes them not editable as plaintext, and that’s good enough.
IMO if a game offers save/load (even optionally) it isn’t a roguelike. Permadeath is a core part of the genre. It’s like calling a game such as Call of Duty a ‘first person adventure with added guns’. There’s nothing wrong with a game offering choices if that’s what it wants to do, but it changes what that game is, you can’t have your cake and eat it too.
The rat is just a tester enemy here, the final vault area probably won’t feature rats. Its probably going to be flimsy, but I do intend to try and explain why vault enemies are more sluggish.
I think you’re misunderstanding me a bit, what I meant was that you have already gotten a legitimate win AND you just want mistap insurance. I don’t ever plan to put cheats into the game because there’s no way to verify the player is only using them for things like recovering from a crash or mistap. I’d rather not let players cheat generally as I suspect it will damage the experience of playing the game normally.
You’re basically asking me to turn Shattered into a different game then. Roguelikes have permadeath, by removing it or making it optional Shattered would no longer be a roguelike.
Hey there, my thoughts on it are that it’s… well… cheating. Obviously Shattered is a single player game so it’s not like cheating ruins the experience for others, but I’d rather not make it easy to do or expose any functionality within the game itself to enable people to cheat.
I’m not super familiar with how shizuku works, but generally apps don’t expose data in their private folder at all to other apps without tools like root. Shattered does support Android’s backup and restore functionality, but not for individual save files as otherwise it would be really easy to use built-in restore tools to cheat. Similarly, having the game write the files to non-private storage would also make cheating really easy via any file manager app.
The main reason for this is that in most cases players are tempted to cheat as a quicker way to overcome a challenge in a game like Shattered, and by doing that they rob themselves of the satisfaction of beating the game legitimately. It sounds like in your case you have already gotten legitimate wins and it’s more about mistap insurance, but there’s no way for the game to know that unfortunately.
That is intended for now. For the moment I’m not very concerned with the overall size and shape of the tester area, I’m more concerned with ensuring that the grid level generation works and places rooms coherently.
I’m afraid I can’t be specific, but I have some ideas for endless mode already that will make it more than just more floors of the dungeon. There’s a reason why I want to implement remaining new quests first.
I have actually decided to look into improving how some windows persist between scene resets, but I don’t plan to put in full tracking functionality so that the scrolls window will re-show if the game is closed. I’d rather just treat that as cancelling the scroll given that in most cases you have to force quit the game for that to happen.
While I agree that visibility needs to be considered, I don’t think it’s fair to compare this to a game that uses the exact same shape to convey two different enemies.
I think they do a better job conveying shape but otherwise I agree with you that the runestone sprites are a fairly steep visibility and contrast downgrade. None of these sprites are final and I agree that’s something that should be adjusted before release. I do plan to listen to feedback and adjust of course, but I generally do not add toggled to revert updates.
Sorry but I’ve removed this. It’s a funny comic but this post has no relation to Pixel Dungeon. See our second rule: “Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.”
Yeah that is something I’ve considered, there is actually an earlier iteration where the symbols were even harder to read. I do think it’s not as big of an issue as you might think initially, given that we’re used to the extremely flat scrolls. There would also still be extra info such as item names and inventory icons.
That’s a pretty extreme position. I do agree that Alek’s style has gotten a bit softer over time (Warrior is the clearest example of this), and that’s fairly subjective. But there are other details such as overall lighting, Warrior proportions (think about how skinny he would need to be to fit into his armor), and facial details (Huntress in particular) that I would say are objective improvements.
Unfortunately this is correct functionality at the moment. Leaving the game prompted the scene to reset, possibly because of a power saver feature on your device. This closes all of the open windows in the game, and so refunding the scroll in this case would make it easy for players to exploit that and keep the scroll of the metamorphosis options shown to them weren’t what they were looking for.
00-EvanMto Pixel Dungeon•Is it possible to deactivate the unclean shutdown error?English7·3 months agoThis message was showing up significantly more often than intended in v3.3.0 and v3.3.1. I’ve just released a recent new patch that should correct that and make things less annoying. If you’re still getting it a lot consider looking into turning off battery optimization for Shattered, you can’t control this 100% but there are settings you can change.
The problem with that is adding artifacts back into the pool will also influence what artifacts get dropped by future transmutes. It would create the possibility of something like: horn of plenty -> unstable spellbook -> horn of plenty. In fact, when fairly late in a game the chance for that might be very high.
It’s also not possible to guarantee a player won’t go back to open a previous crystal chest, especially now with things like the skeleton key.
The alternative is to simply have transmute fail when the game is out of artifacts, which is something I’ve got the impression players would dislike more.
After using the randomize button in hero select, and having it pick a random hero (and optionally challenges) for you, simply start the run without picking a different hero.
Talent, subclass, and armour ability selection also have randomise buttons, you’ll need to use them too.
Thanks for the kind words and support!