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*** IMPORTANT! This version of EverDelve is NOT up-to-date. It has been moved to scraps and archived. *** To play the latest version of EverDelve, click one of the following links:
Play EverDelve on FurAffinity
Play EverDelve at Shuriken Games
You should see the following version on the bottom right of the title screen: v0.5.4. If you don't, you need to hard refresh your browser (Ctrl + F5) to see the latest version.
Play EverDelve at Shuriken Games
~ ~ ~ ~ ~
So it's been a long, harrowing, windy road since EverDelve's last update. I nearly went broke and had to move back in with my parents. I got a holdout job to skate by. Computer parts died and were replaced. Our rental property got auctioned, and we all decided to move out. I traded my holdout job for a salaried position at a major company. We found the perfect new house and made the move, nearly going broke again in the process.
All in all, though, things worked out pretty darn well. The dust has finally settled enough for me to continue development. I'm in a far better space than I was months ago, both financially and emotionally. The project has been moved, shuffled, reorganized, and cleaned up. I believe I'm finally ready to start seriously working on this game again.
That said, here is a new version of EverDelve. Go check out the new stuff! I sincerely hope it's been worth the wait for you all.
IMPORTANT: If you encounter a maze with NO level key ... please, please please, PLEASE, I cannot beg you enough ... leave me a comment here, including the depth and seed value shown on the main map screen. This information is vital for me to find out why certain people are encountering levels that don't have any keys. I've heard tales of it from at least three others, but I've never had it happen to me once yet, even after all the brute-forcing I've done. Seriously, I will be SO grateful to the person who provides me the depth and seed required to reproduce this thing, you have no idea! There might even be some sort of EverDelve-related reward ...
~ ~ ~ ~ ~
EDIT: New version uploaded, fixing a show-stopping bug that prevented games from being saved into any empty slots.
~ ~ ~ ~ ~
Version 0.5.2
* Mazes are now generated by depth and a random number seed. The same depth/seed combination produces the same map. Maze seeds are loaded and saved with other game data. Mazes generated by this new method should be otherwise congruent to the old method.
* Added an additional safety check to ensure that all mazes generated are continuous.
* A map's unique seed is printed to screen on the Map screen, along with depth.
~ ~ ~ ~ ~
Version 0.5.3
* Monster frequency no longer increases as you go deeper. (A monster encounter every 5 steps would be pretty annoying.)
* Fixed logic errors in the monster encounter system. The encounter timer resets as soon as a combat is scheduled rather than when the combat actually starts; further, the timer does not count down if a combat is already scheduled.
~ ~ ~ ~ ~
Version 0.5.4
* Fixed the position of the information text popup on the level up screen.
* Added additional maze validation, which should reject mazes where the player cannot access the level key, down stairs, and upstairs.
* Fixed an error being caused by trying to make use of the ActionScript stage before it exists.
Play EverDelve on FurAffinity
Play EverDelve at Shuriken Games
You should see the following version on the bottom right of the title screen: v0.5.4. If you don't, you need to hard refresh your browser (Ctrl + F5) to see the latest version.
Play EverDelve at Shuriken Games
~ ~ ~ ~ ~
So it's been a long, harrowing, windy road since EverDelve's last update. I nearly went broke and had to move back in with my parents. I got a holdout job to skate by. Computer parts died and were replaced. Our rental property got auctioned, and we all decided to move out. I traded my holdout job for a salaried position at a major company. We found the perfect new house and made the move, nearly going broke again in the process.
All in all, though, things worked out pretty darn well. The dust has finally settled enough for me to continue development. I'm in a far better space than I was months ago, both financially and emotionally. The project has been moved, shuffled, reorganized, and cleaned up. I believe I'm finally ready to start seriously working on this game again.
That said, here is a new version of EverDelve. Go check out the new stuff! I sincerely hope it's been worth the wait for you all.
IMPORTANT: If you encounter a maze with NO level key ... please, please please, PLEASE, I cannot beg you enough ... leave me a comment here, including the depth and seed value shown on the main map screen. This information is vital for me to find out why certain people are encountering levels that don't have any keys. I've heard tales of it from at least three others, but I've never had it happen to me once yet, even after all the brute-forcing I've done. Seriously, I will be SO grateful to the person who provides me the depth and seed required to reproduce this thing, you have no idea! There might even be some sort of EverDelve-related reward ...
~ ~ ~ ~ ~
EDIT: New version uploaded, fixing a show-stopping bug that prevented games from being saved into any empty slots.
~ ~ ~ ~ ~
Version 0.5.2
* Mazes are now generated by depth and a random number seed. The same depth/seed combination produces the same map. Maze seeds are loaded and saved with other game data. Mazes generated by this new method should be otherwise congruent to the old method.
* Added an additional safety check to ensure that all mazes generated are continuous.
* A map's unique seed is printed to screen on the Map screen, along with depth.
~ ~ ~ ~ ~
Version 0.5.3
* Monster frequency no longer increases as you go deeper. (A monster encounter every 5 steps would be pretty annoying.)
* Fixed logic errors in the monster encounter system. The encounter timer resets as soon as a combat is scheduled rather than when the combat actually starts; further, the timer does not count down if a combat is already scheduled.
~ ~ ~ ~ ~
Version 0.5.4
* Fixed the position of the information text popup on the level up screen.
* Added additional maze validation, which should reject mazes where the player cannot access the level key, down stairs, and upstairs.
* Fixed an error being caused by trying to make use of the ActionScript stage before it exists.
Category Flash / Fantasy
Species Unspecified / Any
Size 800 x 600px
File Size 506.9 kB
Listed in Folders
I don't think the "search" button is necessary. It was a pain to click it, then click the "Okay" on the pop-up, and repeat that for every room. If you want to keep the search button, I would recommend simply updating the text in the box in the middle instead of having a pop-up dialog box.
Otherwise, it looks very promising! I like rogue-likes like this one.
Otherwise, it looks very promising! I like rogue-likes like this one.
Hmmm. I agree that I don't fully like using the popups for those sorts of notifications, but they're quick and easy while I'm implementing features. I'm not sure that putting the text in the room description box is the ideal answer, though that's what has been done classically in older games of this sort. Maybe a separate text box? I'll give it some thought.
If it helps your enjoyment any, you can use ENTER or SPACE to close those "You found nothing" popups, and any other popups with only one button on them (that's a new feature). For popups with more than one option, the buttons will have hotkeys you can press to choose each option.
Thanks for playing, and for your feedback! If I may ask, what is it you enjoy most about rogue-likes?
If it helps your enjoyment any, you can use ENTER or SPACE to close those "You found nothing" popups, and any other popups with only one button on them (that's a new feature). For popups with more than one option, the buttons will have hotkeys you can press to choose each option.
Thanks for playing, and for your feedback! If I may ask, what is it you enjoy most about rogue-likes?
Sooo many, eh? How often does it say you are encountering a monster? Does the message appear after you move into a new room? After searching? Does it bring you to another screen where you can fight the monsters? You should only be encountering a monster every 20 game actions or so at the beginning of a new game. If it's happening more often than that, then there could be a problem.
Thanks, glad you like! Sounds like you've encountered one of my stickiest bugs, though. I have, as yet, been completely unable to reproduce it on my end. I've generated hundreds of mazes, and not once have I seen it fail to generate a room containing the level key.
The quick solution is to go back up the stairs, which generates a new maze and should allow you to continue. For a more long term solution, I may have to put in a "Stuck?" button that gives hints at how to find the level key, or at the very least confirms that the current maze has no solution.
The quick solution is to go back up the stairs, which generates a new maze and should allow you to continue. For a more long term solution, I may have to put in a "Stuck?" button that gives hints at how to find the level key, or at the very least confirms that the current maze has no solution.
How are you supposed to find the key of each level? Is it in a chest? On a monster?
I've generated two maps so far. Both at depth 1, and I got stuck at the door.
I searched in every tile, but I found nothing.
I didn't get the seed for the first map(Sorry! I didn't know to look!), but the seed for the second map is "1208930" (depth of 1).
I've generated two maps so far. Both at depth 1, and I got stuck at the door.
I searched in every tile, but I found nothing.
I didn't get the seed for the first map(Sorry! I didn't know to look!), but the seed for the second map is "1208930" (depth of 1).
Thanks for getting me those map seeds! Hopefully one of them will click on my end.
It's not that you're bad at this game, don't worry! The game is still in production, and so it has bugs that need ironing out. Plus, there's no tutorial or anything. The fact that you and others are playing so well without documentation or tutorials is actually a very good sign, IMHO. :)
Also, new version just came out. Should fix the "neverending combat loop" bug.
It's not that you're bad at this game, don't worry! The game is still in production, and so it has bugs that need ironing out. Plus, there's no tutorial or anything. The fact that you and others are playing so well without documentation or tutorials is actually a very good sign, IMHO. :)
Also, new version just came out. Should fix the "neverending combat loop" bug.
I've tried both of your depth/seed pairs, and each one generated a viable map with a key chest and a downward stairs. :( I have the maps saved as images if you're still able to compare them to what you were seeing.
http://www.furaffinity.net/view/9370940/
http://www.furaffinity.net/view/9370948/
I'm worried now that map generation might vary due to some combination of operating system and flash player version. If so, catching this bug is going to be VERY problematic.
http://www.furaffinity.net/view/9370940/
http://www.furaffinity.net/view/9370948/
I'm worried now that map generation might vary due to some combination of operating system and flash player version. If so, catching this bug is going to be VERY problematic.
These are both extremely familiar layouts I'm certain we're seeing the same thing, I just don't recall if... say... the chest didn't load, or if I didn't see certain hallways, or whatever. If it was as simple as "get key, find door" then I don't know what to say. I would've figured it out. :-/
I'm sorry I can't be of much help to you.
I'm sorry I can't be of much help to you.
Actually, you're being very helpful. =) This is as frustrating for you as it is for me. Also, it's encouraging to hear that the seeds are doing what they're supposed to do! =D I'll just need to be more prompt next time someone gives me a seed and depth and reports a missing room. Sorry I took so long to respond!
For now, you've given me another clue as to what might be going on. It's possible that unexplored room exits are not obvious enough when looked at from the minimap. As another diagnostic tool, I think I'll include some text that displays how completely the player has explored the current maze (i.e. "5 of 15 rooms explored" or some such). I do plan to enhance the minimap display eventually - might bump it up to a higher priority as a result.
There's new code in place as of v0.5.4, which tests more thoroughly for broken levels. Be sure to refresh your browser if you aren't seeing that version. Plus, I'll be ready to roll out some new stuff very soon, so stay tuned! ^^
For now, you've given me another clue as to what might be going on. It's possible that unexplored room exits are not obvious enough when looked at from the minimap. As another diagnostic tool, I think I'll include some text that displays how completely the player has explored the current maze (i.e. "5 of 15 rooms explored" or some such). I do plan to enhance the minimap display eventually - might bump it up to a higher priority as a result.
There's new code in place as of v0.5.4, which tests more thoroughly for broken levels. Be sure to refresh your browser if you aren't seeing that version. Plus, I'll be ready to roll out some new stuff very soon, so stay tuned! ^^
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