Alpha 0.1.0!

The time has come. A year and three months of work has come to fruition (at least, in its first alpha version) today.

Alpha 0.1.0 can now be downloaded HERE!

After a lot of bug hunting, there are very few remaining, and even fewer that actually cause a full crash rather than just the game functioning peculiarly. If it crashes, please email me at mark at this domain (or post in comments) with the bug info; I’d like to get a few fixes out pretty quickly, I think.

In the mean time, be sure to check out everything; world generation, saving maps; be sure to use the ‘Look’ function (‘L’) to examine everything, as there’s a fair bit of detail. You can equip, drop, pickup, wander around the world, go climbing, swimming, and encounter a bunch of foul creatures. If you die and restart, there may be a bug or two there, so you might want to just reload the program in that case. Also, trying to close the program while you’re in the early menus is a bit buggy; you need to have a world generated, or choose the ‘Quit’ option in the main menu to exit. The ‘contributors’ list on the acknowledgements page lists those who have donated (some other reward may come later, apart from acknowledgement and my eternal gratitude; who knows?!); the guidebook page will soon be expanded to a full game manual, but for now just lists keys; chunks of the map load and save, but you cannot yet save a full character; wolves appear in packs, while Cyclopes/Dragons will be on their own, or export the map and see what worlds you can generate…

Anyway, enough rambling. Enjoy; there’s far more info on the download page about the current features. I hope, for a first alpha, it’s not half bad – do let me know what you think. The focus for 0.2.0 is going to be on improving combat, and adding in more game mechanics – 0.2.0 should be out in a couple of months. For now, I’m shifting back to academic work for a while, but blog entries will continue (fortnightly or weekly, depending on their size) – I had a request for the programming and mechanics of z levels, so that’ll be coming in the near future.

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65 thoughts on “Alpha 0.1.0!

  1. seems like it is going to be absolutely amazing ^_^
    btw i got a CTD while just wandering through tundra after killing a cyclops:

    Traceback (most recent call last):
    File “alphatime.pyw”, line 60806, in
    File “alphatime.pyw”, line 53599, in place_menu
    File “alphatime.pyw”, line 50214, in guidebook
    File “alphatime.pyw”, line 53599, in place_menu
    File “alphatime.pyw”, line 50214, in guidebook
    File “alphatime.pyw”, line 53595, in place_menu
    File “alphatime.pyw”, line 41570, in options_menu
    File “alphatime.pyw”, line 53578, in place_menu
    File “alphatime.pyw”, line 53781, in gender_menu
    File “alphatime.pyw”, line 54167, in stats_menu
    File “alphatime.pyw”, line 58873, in skills_menu
    File “alphatime.pyw”, line 58947, in sure_menu
    File “alphatime.pyw”, line 59011, in name_menu1
    File “alphatime.pyw”, line 59250, in name_menu2
    File “alphatime.pyw”, line 60624, in world_menu
    File “alphatime.pyw”, line 53133, in play_game
    File “alphatime.pyw”, line 48952, in handle_keys
    File “alphatime.pyw”, line 35952, in armorquery
    AttributeError: ‘str’ object has no attribute ‘terrain’
    Traceback (most recent call last):
    File “alphatime.pyw”, line 60806, in
    File “alphatime.pyw”, line 53595, in place_menu
    File “alphatime.pyw”, line 41570, in options_menu
    File “alphatime.pyw”, line 53578, in place_menu
    File “alphatime.pyw”, line 53781, in gender_menu
    File “alphatime.pyw”, line 54167, in stats_menu
    File “alphatime.pyw”, line 58873, in skills_menu
    File “alphatime.pyw”, line 58947, in sure_menu
    File “alphatime.pyw”, line 59011, in name_menu1
    File “alphatime.pyw”, line 59250, in name_menu2
    File “alphatime.pyw”, line 60624, in world_menu
    File “alphatime.pyw”, line 53133, in play_game
    File “alphatime.pyw”, line 49359, in handle_keys
    File “alphatime.pyw”, line 53578, in place_menu
    File “alphatime.pyw”, line 53781, in gender_menu
    File “alphatime.pyw”, line 54167, in stats_menu
    File “alphatime.pyw”, line 58873, in skills_menu
    File “alphatime.pyw”, line 58947, in sure_menu
    File “alphatime.pyw”, line 59011, in name_menu1
    File “alphatime.pyw”, line 59250, in name_menu2
    File “alphatime.pyw”, line 60624, in world_menu
    File “alphatime.pyw”, line 53108, in play_game
    File “alphatime.pyw”, line 43198, in render_all
    AttributeError: Sector instance has no attribute ‘extra_map’

  2. damn it. no linux executable :( I tried to place the python.dll in the game folder and start the exe with wine but it said that it couldn’t load python dll. Someone an idea? Game looks promishing though.

    greetings

  3. @ Gauge – yeah, I’ve encountered that one before. Still struggling to figure out a solution, though a temporary one would just add about 1 second to map loading times and be guaranteed to work.

    @ Adder – sorry! I’m working on it, but I suck at Linux. It’s *possible* the dll should be in the wine folder, not the URR one! Could you give that a shot? And thanks!

  4. Thanks for answering :) I could try that. the wine directory mimics a windows c drive directory tree. In which ¨windows¨ path should I place the dll. And also, in the wine error it was talking about the python.dll and not the python27.dll which you offer in your download. changing names didn’t help.

    greetings

  5. Traceback (most recent call last):
    File “alphatime.pyw”, line 60806, in
    File “alphatime.pyw”, line 53595, in place_menu
    File “alphatime.pyw”, line 41570, in options_menu
    File “alphatime.pyw”, line 53597, in place_menu
    File “alphatime.pyw”, line 41049, in version_details
    File “alphatime.pyw”, line 53599, in place_menu
    File “alphatime.pyw”, line 50214, in guidebook
    File “alphatime.pyw”, line 53578, in place_menu
    File “alphatime.pyw”, line 53781, in gender_menu
    File “alphatime.pyw”, line 54167, in stats_menu
    File “alphatime.pyw”, line 58873, in skills_menu
    File “alphatime.pyw”, line 58947, in sure_menu
    File “alphatime.pyw”, line 59011, in name_menu1
    File “alphatime.pyw”, line 59250, in name_menu2
    File “alphatime.pyw”, line 60624, in world_menu
    File “alphatime.pyw”, line 53133, in play_game
    File “alphatime.pyw”, line 49101, in handle_keys
    File “alphatime.pyw”, line 46155, in player_action
    File “alphatime.pyw”, line 39547, in attacklist
    NameError: global name ‘self’ is not defined

    this appeared while i was trying to sever a dragon’s head and i was getting pretty injured, i know my lungs weren’t well and the dead part was probably me, but the dragon didn’t have a leg and had collapsed to the ground. I don’t know why, but it crashed

  6. @ Adder – I know, but there’s no such dll as just “python”, and I think that is the right one! Give me a shout if it works, it would be great if so.

    @ Hunin – interesting, that’s a new one. I’m just about to release 0.1.1; if you get it again on that one, let me know what the final line number is, if you would!

  7. Hey! Damn this is an impressive undertaking, though I did encounter my first bug when I opened up inventory>weapon>sabre. Here is the following error:

    Traceback (most recent call last):
    File “alphatime.pyw”, line 60806, in
    File “alphatime.pyw”, line 53595, in place_menu
    File “alphatime.pyw”, line 41570, in options_menu
    File “alphatime.pyw”, line 53578, in place_menu
    File “alphatime.pyw”, line 53781, in gender_menu
    File “alphatime.pyw”, line 54167, in stats_menu
    File “alphatime.pyw”, line 58873, in skills_menu
    File “alphatime.pyw”, line 58947, in sure_menu
    File “alphatime.pyw”, line 59011, in name_menu1
    File “alphatime.pyw”, line 59250, in name_menu2
    File “alphatime.pyw”, line 60624, in world_menu
    File “alphatime.pyw”, line 53133, in play_game
    File “alphatime.pyw”, line 49068, in handle_keys
    File “alphatime.pyw”, line 36254, in weaponquery
    AttributeError: ‘str’ object has no attribute ‘terrain’

  8. Hi! I’ve been following your blog for quite a while and I think this game has a lot of potential. I very much like what I see so far. I’m a professional programmer and in my spare time I work on a roguelike of my own so I know this is not a trivial thing – knowing that you have no programming background I must tell you I’m very impressed with your game :)
    Ok, to the point. Bugs:
    1. In Select Character’s skills screen the “Hold shift for x10″ does not work for me. Tried both shifts.
    2. I wanted to exit the game but hittng ‘J’ gave me this:
    Traceback (most recent call last):
    File “alphatime.pyw”, line 60819, in
    File “alphatime.pyw”, line 53606, in place_menu
    File “alphatime.pyw”, line 41588, in options_menu
    File “alphatime.pyw”, line 53608, in place_menu
    File “alphatime.pyw”, line 41067, in version_details
    File “alphatime.pyw”, line 53610, in place_menu
    File “alphatime.pyw”, line 50232, in guidebook
    File “alphatime.pyw”, line 53589, in place_menu
    File “alphatime.pyw”, line 53792, in gender_menu
    File “alphatime.pyw”, line 54178, in stats_menu
    File “alphatime.pyw”, line 58884, in skills_menu
    File “alphatime.pyw”, line 58958, in sure_menu
    File “alphatime.pyw”, line 59022, in name_menu1
    File “alphatime.pyw”, line 59261, in name_menu2
    File “alphatime.pyw”, line 60637, in world_menu
    File “alphatime.pyw”, line 53144, in play_game
    File “alphatime.pyw”, line 46954, in handle_keys
    NameError: global name ‘quit’ is not defined

    Oh.. one more thing. I just love the world generation progress bars :D

  9. I’ve been lurking your site for quite some time now. Congratulations on the first release. I’m looking forward to playing when I have time today.

  10. I was exploring a coastal region, trying to figure out how to get off the small island where I started. Didn’t get far before getting assaulted by a cyclops.

    Crashed after a few dozen rounds:

    Traceback (most recent call last):
    File “alphatime.pyw”, line 60819, in
    File “alphatime.pyw”, line 53589, in place_menu
    File “alphatime.pyw”, line 53792, in gender_menu
    File “alphatime.pyw”, line 54178, in stats_menu
    File “alphatime.pyw”, line 58884, in skills_menu
    File “alphatime.pyw”, line 58958, in sure_menu
    File “alphatime.pyw”, line 59022, in name_menu1
    File “alphatime.pyw”, line 59261, in name_menu2
    File “alphatime.pyw”, line 60637, in world_menu
    File “alphatime.pyw”, line 53144, in play_game
    File “alphatime.pyw”, line 49114, in handle_keys
    File “alphatime.pyw”, line 46158, in player_action
    File “alphatime.pyw”, line 39841, in attacklist
    File “alphatime.pyw”, line 53216, in iterate_turn
    File “alphatime.pyw”, line 34621, in take_turn
    File “alphatime.pyw”, line 13798, in move_towards
    File “alphatime.pyw”, line 4009, in swim
    IndexError: list index out of range

  11. Second one. Jumped off a cliff, repeated a few times. Broke both of my legs.

    Then crawled into water. “You lack enough healthy limbs swim; You are carried away by the current!”
    Crash.

    Traceback (most recent call last):
    File “alphatime.pyw”, line 60819, in
    File “alphatime.pyw”, line 53610, in place_menu
    File “alphatime.pyw”, line 50232, in guidebook
    File “alphatime.pyw”, line 53589, in place_menu
    File “alphatime.pyw”, line 53792, in gender_menu
    File “alphatime.pyw”, line 54178, in stats_menu
    File “alphatime.pyw”, line 58884, in skills_menu
    File “alphatime.pyw”, line 58958, in sure_menu
    File “alphatime.pyw”, line 59022, in name_menu1
    File “alphatime.pyw”, line 59261, in name_menu2
    File “alphatime.pyw”, line 60637, in world_menu
    File “alphatime.pyw”, line 53144, in play_game
    File “alphatime.pyw”, line 49129, in handle_keys
    File “alphatime.pyw”, line 46712, in player_action
    File “alphatime.pyw”, line 3406, in swim
    File “alphatime.pyw”, line 15772, in is_blocked_plus
    TypeError: unsupported operand type(s) for +: ‘instance’ and ‘int’

  12. (Using 1.1) Was fighting a Cyclops, I was pretty injured and as was he, I made him collapse by cutting of a leg, and then I started targeting his head. After a few misses hitting everything but his head, got a crash and this:

    Traceback (most recent call last):
    File “alphatime.pyw”, line 60819, in
    File “alphatime.pyw”, line 53606, in place_menu
    File “alphatime.pyw”, line 41588, in options_menu
    File “alphatime.pyw”, line 53589, in place_menu
    File “alphatime.pyw”, line 53792, in gender_menu
    File “alphatime.pyw”, line 54178, in stats_menu
    File “alphatime.pyw”, line 58884, in skills_menu
    File “alphatime.pyw”, line 58958, in sure_menu
    File “alphatime.pyw”, line 59022, in name_menu1
    File “alphatime.pyw”, line 59261, in name_menu2
    File “alphatime.pyw”, line 60637, in world_menu
    File “alphatime.pyw”, line 53144, in play_game
    File “alphatime.pyw”, line 49124, in handle_keys
    File “alphatime.pyw”, line 46173, in player_action
    File “alphatime.pyw”, line 39565, in attacklist
    NameError: global name ‘self’ is not defined

    By the way, however, I’m loving the way everything is designed and presented. Definitely looking forward to where this game goes!

  13. Only had time to faff with this for about ten minutes before heading to work, but managed to break it by going into travel mode, wandering the desert for a while, but when I tried to ‘zoom back in’, it crashed to desktop.

    Should have the error log on my PC if it’d be of any help.

    Otherwise, looking very impressive. :)

  14. walked into a tree after walking into a new area

    Traceback (most recent call last):
    File “alphatime.pyw”, line 60819, in
    File “alphatime.pyw”, line 53606, in place_menu
    File “alphatime.pyw”, line 41588, in options_menu
    File “alphatime.pyw”, line 53589, in place_menu
    File “alphatime.pyw”, line 53792, in gender_menu
    File “alphatime.pyw”, line 54178, in stats_menu
    File “alphatime.pyw”, line 58884, in skills_menu
    File “alphatime.pyw”, line 58958, in sure_menu
    File “alphatime.pyw”, line 59022, in name_menu1
    File “alphatime.pyw”, line 59261, in name_menu2
    File “alphatime.pyw”, line 60637, in world_menu
    File “alphatime.pyw”, line 53144, in play_game
    File “alphatime.pyw”, line 49129, in handle_keys
    File “alphatime.pyw”, line 46302, in player_action
    File “alphatime.pyw”, line 53216, in iterate_turn
    File “alphatime.pyw”, line 34621, in take_turn
    File “alphatime.pyw”, line 13969, in move_towards
    File “alphatime.pyw”, line 12528, in monstermove
    File “alphatime.pyw”, line 14997, in tree_purge_block
    File “alphatime.pyw”, line 52283, in unblock_fov_square
    AttributeError: Sector instance has no attribute ‘path_map0′

  15. @ Son of Erdrick – cheers! Got it; that’ll be fixed today for 0.1.2.

    @ Bosman – that’s great, thanks a lot : ). It’s certainly been a crash-course getting it going, but apart from the current stumbling block of OSX/Linux distribution, everything (touch wood) has proven solvable. As for the bugs, 1) is a wording issue; shift lets you scroll up/down by ten instead! However, the skills system needs a MAJOR change, so that’s going to be adjusted for 0.2.0′s release. As for 2), a few people have reported that, and I’m not clear on why quit screws up. Working on finding it out. And I’m glad to hear it, I’m rather happy with them!

    @ HAF – awesome, thanks. Let me know what you think! (And any bugs…)

    @ Zaltys – interesting. Do you recall if you were swimming, or the Cyclops was? And was it 0.1.0 or 0.1.1? And I love your leg-breaking plans (I have regularly done the same); interesting, I’ll check that one out. You were in the water at the time, right, and hadn’t managed to grab onto a way out?

    @ inEQUALITY – that’ll be sorted today. Thanks! I’ve tried to put a lot of work into the presentation and UI, as clarity is so important in these complex quasi-roguelikes : )

    @ David – cheers! That would be great; was it going into an oasis? Someone else reported a bug with that…

    @ Tom – weird, that was actually from a dragon ripping a tree from the ground. Aim to fix that one today, too, since I think I know exactly what is causing it.

      • Oops, sorry, here’s the log (it crashed a second time, but the details are hazy:

        Traceback (most recent call last):
        File “alphatime.pyw”, line 60806, in
        File “alphatime.pyw”, line 53578, in place_menu
        File “alphatime.pyw”, line 53781, in gender_menu
        File “alphatime.pyw”, line 54167, in stats_menu
        File “alphatime.pyw”, line 58873, in skills_menu
        File “alphatime.pyw”, line 58947, in sure_menu
        File “alphatime.pyw”, line 59011, in name_menu1
        File “alphatime.pyw”, line 59250, in name_menu2
        File “alphatime.pyw”, line 60624, in world_menu
        File “alphatime.pyw”, line 53133, in play_game
        File “alphatime.pyw”, line 49861, in handle_keys
        File “alphatime.pyw”, line 23869, in make_map
        File “alphatime.pyw”, line 51991, in place_palm
        NameError: global name ‘treetype’ is not defined
        Traceback (most recent call last):
        File “alphatime.pyw”, line 60806, in
        File “alphatime.pyw”, line 53578, in place_menu
        File “alphatime.pyw”, line 53781, in gender_menu
        File “alphatime.pyw”, line 54167, in stats_menu
        File “alphatime.pyw”, line 58873, in skills_menu
        File “alphatime.pyw”, line 58947, in sure_menu
        File “alphatime.pyw”, line 59011, in name_menu1
        File “alphatime.pyw”, line 59250, in name_menu2
        File “alphatime.pyw”, line 60624, in world_menu
        File “alphatime.pyw”, line 53133, in play_game
        File “alphatime.pyw”, line 49101, in handle_keys
        File “alphatime.pyw”, line 46808, in player_action
        File “alphatime.pyw”, line 53205, in iterate_turn
        File “alphatime.pyw”, line 34604, in take_turn
        File “alphatime.pyw”, line 13969, in move_towards
        File “alphatime.pyw”, line 12528, in monstermove
        File “alphatime.pyw”, line 14995, in tree_purge_block
        File “alphatime.pyw”, line 52265, in unblock_fov_square
        AttributeError: Sector instance has no attribute ‘path_map0′

    • It was 0.1.1.
      Cyclops fight: I don’t think either of us were swimming. I was standing on the coast when that cyclops sneaked up on me. I turned around (water behind me) and we fought a few rounds. I was badly hurt when it crashed. If anyone was in the water, it must’ve been me.

      As for that second crash, it happened just as I walked (well, crawled since both legs = broken) into water. Didn’t get to see what happened after that.

  16. I spawned in a new world and got lots of messages about a Dragon tearing up and destroying trees in my message log – but never was there a Dragon in my FOV nor did I find one before I walked off.

    Should messages like this generate out of FOV? Perhaps they should be replaced with noise messages so, instead of:

    “The male Dragon damages a willow tree”

    we have

    “You hear the sound of breaking wood”

    Or something suited to the material type of the entity being destroyed.

  17. Hey So excited to play this, sadly for some reason, I cannot unzip the newest version. I’m being told its an invalid file….Hmmm *sadness overtakes me*

  18. Regarding combat, when I hit something, I have to press enter each time.

    It would be good if the direction buttons served as a confirmation, since the targeted limb will be remembered each combat round; so if I select “left leg” and keep walking into the opponent, it performs the combat round rather than walking into the opponent and pressing enter each time.

    Of course we have a problem in that to select a new limb target, we cannot use up or down arrow – so maybe we should use TAB to cycle through limb targets, and direction as automatically attacking the currently remembered limb?

  19. Couple of things:
    1. Forums. You really need em. Chop chop.

    2. Currently some commands(I, L) aren’t case sensitive. You can’t equip while numpad toggle is on. Suggesting to simply scrape this, as using the numpad is enough. By doing this you can also assign m to minimap. Double the win!

    3.Look changes cursor, but won’t give any info. Never mind, it does. The enter key isn’t required for the info to be shown though, making it pop up automatically would help and make it less confusing(because most rls are as such)!

    4.Proposing g to be for picking(“,” is a horrible idea), and G for grabbing.

    5.”Numpad enter” isn’t accepted as an “enter input” via fighting/looking/travel.

    6.Rethink most keys. If you plan on using one type of movement, let’s say numpad, then map the keys in such a way you can reach them all via the left hand without much of a hindrance. “L” isn’t easy to get to with it; e”x”amine, however, is.

    • P.S. I turned auto-save off, and I get files generated in the folder, named after the character, and they stay there even after death.

      Regarding the crash via (active)volcano travel, it kicks me out of the game without a crash log.

      Moving NW/N/NE. If you’re faced N and want to face NW, you also move(when the first tap would have you facing, and the second tap actually moving). I’m guessing this works for NW/W/SW and so on.

      Manually changing maps(moving towards the edge to load a new chunk) either crashes without a log, or crashes soon after, just by moving around. The second crash gave me a c++ error:
      “file: src/console_c.c
      line:220 “.

  20. @ Dave – interesting suggestion. In 0.2.0, some limbs are going to be ‘exposed’, or similar, and allow for special attacks and things like that. For that reason, I think the attacklist menu might still be needed. Additionally, the player might not notice they’ve knocked a foe down, for instance, and keep attacking a leg when they could be attacking a head instead. Do you mean setting a preference for all creatures, or just for each one you fight? Despite my defense of the attacklist, this isn’t set in stone, and I can see your argument; hmm…

    @ Reyn –

    1) ha, yes, you’re right! I’ll look into that in the next few days.

    2) I know the toggle isn’t ideal, but I wanted nine-directional movement for those without a numpad. Obviously having to switch it off for some commands is a pain, but I can’t think of a better solution! Minimap on m, though, makes sense.

    3) Ah, I considered having it pop up, but for some reason (I forget) I decided against it. I may change this, as I see your point.

    4) Hmm – I’ve become so used to , from nethack, that’s the problem. I’d happily hold a vote on that one, though : ).

    5) Interesting – will change.

    6) The thing about keys is, I expect most of the keyboard to used, irrespective of the numpad toggle, which is purely there to allow 9-movement for those without. However, I’m definitely open to changing keys. Let me ponder on key-changes and I’ll get back to you, but you’re right, some are weird – I’ll change ‘em.

    P.S. – ah, yes… that’s because the auto-save function turn off is disabled! I’ll do something about that. Yes, you can turn-and-move for each of the compass directions next to the one you are facing (same goes for monsters). Is the volcano crash still in 0.1.2? That’s VERY weird about moving on the ground, I thought that was 100% fixed. Again, was that 0.1.2? Lastly, thanks for the feedback! As well as stuff to fix, I’m keen to take suggestions for UI/usability, and I see what you mean about keys. Will get back to you on those.

    • Additional – if 0.1.2/b, and you’re moving just on the ground, and it crashes, does it crash from you moving in a specific direction? N/S/E/W, I mean. I’m trying to recreate the error now, and can’t.

    • Oh, sorry, I love the attack list, I don’t mean we should do away with it!

      It’s just if there is a lot of combat going on, it will become tedious to press towards a foe and also press enter.

      I suspect you could do away with this by making it that if you press left with an opponent on the left, the limb select menu appears as normal, and pressing left will attack that limb. You can select the “default” limb by cycling through with TAB, so that the direction keys are freed up.

      What this is means is you effectively double tap in the direction of your opponent rather than tapping the direction then having to press enter. It just speeds things up a little.

      If you want to change the current targetted limb, when you press direction the first time, you press TAB to choose a different one. Subsequent double direction taps will always pick that limb until you choose a new one.

      The way it currently works means that the “default” limb is remembered anyway, so this is no different, it’s just a key convenience… I hope this makes sense! You are literally just swapping the ENTER key with the direction keys, and then using TAB to take the role of the up and down key for selecting limbs…

      • I think that’s a really good suggestion – I will implement it, though I can see one issue. If you have something with lots of limbs, and you were by default attacking a leg, say, but you now have access to its torso, I’m not sure I’d want to have to press Tab five/six times to cycle back around. Maybe have Tab to cycle down and Shift+Tab to cycle back up, like when flicking between text boxes on websites etc? Otherwise, I like it!

        • Yeah, shift-TAB would be good for going back up. From a UX perspective, maybe TAB isn’t the best choice, it was just what popped into my head – but any key could be used, as long as it’s clearly indicated on the limb selection screen.

          I’m impressed with the game so far, looking forward to subsequent releases?

    • Allow me to second “G” for “Get”. Not a Nethack player, but I have played a fair number of other roguelikes, and G is a lot more common, I think. Perhaps even universally more common, as I’ve never even HEARD of “,” being used for get in anything before.

      • Really? Interesting. Well, I should add in an option to map your own controls soon (maybe for 0.0.2, we’ll see), but in the mean time, I’ll open that one up to debate as well (along with attacklist and the future, if any, of the numpad toggle!)

  21. I seem to be getting errors while the map is saving when I enter the travel screen, here is the log:

    File “alphatime.pyw”, line 61044, in
    File “alphatime.pyw”, line 53813, in place_menu
    File “alphatime.pyw”, line 54017, in gender_menu
    File “alphatime.pyw”, line 54403, in stats_menu
    File “alphatime.pyw”, line 59109, in skills_menu
    File “alphatime.pyw”, line 59183, in sure_menu
    File “alphatime.pyw”, line 59247, in name_menu1
    File “alphatime.pyw”, line 59486, in name_menu2
    File “alphatime.pyw”, line 60862, in world_menu
    File “alphatime.pyw”, line 53366, in play_game
    File “alphatime.pyw”, line 49548, in handle_keys
    File “alphatime.pyw”, line 53813, in place_menu
    File “alphatime.pyw”, line 54017, in gender_menu
    File “alphatime.pyw”, line 54403, in stats_menu
    File “alphatime.pyw”, line 59109, in skills_menu
    File “alphatime.pyw”, line 59183, in sure_menu
    File “alphatime.pyw”, line 59247, in name_menu1
    File “alphatime.pyw”, line 59486, in name_menu2
    File “alphatime.pyw”, line 60862, in world_menu
    File “alphatime.pyw”, line 53366, in play_game
    File “alphatime.pyw”, line 49766, in handle_keys
    File “alphatime.pyw”, line 364, in save_map
    AttributeError: Sector instance has no attribute ‘path0′

  22. Crashes on 0.1.2b:

    1. Travelling to a volcano, be it active or dormant, will crash my game without a log upon first movement. I moved south, and east, via numpad and it crashed.

    2. Manually changing map chunks(not via travel) results in a visual c++ error, pointing towards line 220 of console_c.c
    “expression: dat!=((void*)0) && (unsigned)(x) w && (unsigned)(y) h

    If helpful, I have visual c++ 2010 x86 v10.0.4

    • 1) Bleh. I really thought I’d fixed this, but apparently not. I really, REALLY think it’s fixed for 0.1.2c, though.

      2) Weird. In any particular direction? I’m having real trouble recreating that one (and the error is sadly a generic one, and gives no real info).

      • 2) 3 turns of moving south after chunk loaded gave me the crash.(was also moving south, prior to map chunk update)

        Oh and for the praise I forgot: Don’t know where or even if you got inspired with the loading screens, but I have to say, I’m loving them.

        As to having the output box return a empty line whenever moving, it seems futile.

        Battle messages, I believe need a recolor. They’d probably be easier to read(also for the future) if “you attacked” messages are of one colour, and “you were attacked” messages of a different colour. Also suggesting messages of past turns to turn gray.

  23. I merely have a problem, once I enter a civilization or whatever, URR stops working and eventually it exits. And I have to create a character again and do the same process. Help?

  24. For wine, install winetricks and install vcrun2008 to fix python27.dll issue.

    This game looks great. Keep up the good work.

  25. I seem to be getting several crashes while just roaming around.
    No error log though, I just get the message,
    “URR0-1-2c.exe has stopped working”

  26. I wanna start by saying what a great thing you’ve accomplished here and I love the aspect of the game. I had a crash and figured I’d report. I wasn’t doing anything out of the ordinary, just started a char and fought 3 wolves. Broke both my legs crawled a few feet north which it then proceeded to Load the next area. After the loading I made one more ‘crawl’ north and got hit with this log:

    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: URR0-1-2c.exe
    Application Version: 0.0.0.0
    Application Timestamp: 49180193
    Fault Module Name: libtcod-mingw.dll
    Fault Module Version: 0.0.0.0
    Fault Module Timestamp: 4b79b4f8
    Exception Code: c0000005
    Exception Offset: 00006e97
    OS Version: 6.1.7601.2.1.0.256.1
    Locale ID: 1033
    Additional Information 1: 7449
    Additional Information 2: 7449d42c58a6958ccf01c942814447f0
    Additional Information 3: 62ff
    Additional Information 4: 62ff21c0b8f1e86cdfa4320c56492491

    P.S. ‘Caving’ is known as Spelunking. In America it’s more commonly used term.
    http://en.wikipedia.org/wiki/Caving

  27. @ Dave – Haha; glad to hear it : ). Hmm, maybe deploy pageup and pagedown again, as with scrolling on scroll menus and moving walking/sneaking/crawling? I might just allow both and see which people like the most. I’m very used to Tab/Shift-Tab for going between things, and I wager that could be quite good. I’ll just post a general question about the attacklist in the next blog entry and see what people think!

    @ McBeanie – yeah, something is knackered – I know exactly what it is, and I’m fixing it for 0.1.3, which should be around in about a week.

    @ Reyn – same glitch as above, fixing it for good. Thanks! Glad you like them. As, in the long term, I want to implement a huge variety of social/political/cultural options (this is what you get with a social science doctoral student making a game) I wanted to get in a lot of concepts and ideas that would make players think about how to manage civilizations and things like that. Plus, since loading generally takes a few seconds, it just gives people something to read! Later I’m going to have generated loading screens based on history/myth which’ll be unique to every game, too. Anyway, what do you mean about the output box? Do you mean there’s no point in a blank line when moving? If so, I considered not having that, but as some actions affect the screen or your character but don’t iterate a turn, I wanted to make it clear which ones did. Lastly, I’m totally with you on battle messages – see 0.2.0!

    @ Needicla – what do you mean by entering a civilization? If you are walking between map grids, it crashes, and I’ve nearly got that fixed for 0.1.3.

    @ Devan – Thank you very much; it is massively appreciated. Again, same bug as above! It’ll be purged asap, I promise. Heh, I considered using Spelunking, but a) given Spelunky, and b) I think it’s a truly daft word, I decided to stick with caving. While ‘dungeons’ will only exist if mythical creatures are enabled (you’ll still be able to find ruins and things if not, but just with grave-robbers, say, rather than monsters in if not), caves will probably turn up a lot earlier. A future blog entry will deal with my ideas for caves…

    • As far as caves/underground stuff goes, I would like to request having some way to find the exit again dependent on in character stuff, as with most roguelikes caves tend to be confusing messes of uselessness that just result in 30 minutes of trying to find the way out again every time.

  28. http://cx-freeze.sourceforge.net/

    cx_Freeze is a set of scripts and modules for freezing Python scripts into executables, in much the same way that py2exe and py2app do. Unlike these two tools, cx_Freeze is cross platform and should work on any platform that Python itself works on. It supports Python 2.3 or higher (including Python 3), since it makes use of the zip import facility which was introduced in 2.3.

  29. Error report! I generated my first world and was just walking south from the spawn point. I loaded a new map area, stepped 3 or 4 paces south and got the following error:

    Assertion failed!

    Program blablah\URR-1-2c.exe
    File:src/console_c.c
    Line:220

    Expression: dat != ((void *)0) && (unsigned)(x) && (unsigned)(y) h

    For information on ….. blah blah

    So there’s an error for ya! You lucky guy. :)

  30. For some reason I can’t generate any civilisations/settlements and have just been walking around the wilderness until death. Could anyone advise me on how to fix this? Also how does climbing work because there doesn’t seem to be a specific key for it.

  31. @ Desk28 – that’s because there are no civilizations yet! They will mark the transition from 0.x. to 1.x. Climbing does work, however – just start moving into a surface at least 3 squares above you and you’ll start climbing.

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