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Tomes of Mephistopheles updates

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The interesting 3D dungeon crawler Tomes of Mephistopheles coming from Kot-in-Action now has a website and a real gameplay video.

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I'm starting to get really excited about the game, the visuals are great, not so sure about the players blood animation though.

Thoughts? Article taken from GamingOnLinux.com.
Tags: Misc
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45 comments
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Bumadar Feb 17, 2012
Quoting: "motorsep, post: 3405"32 or 64 bit ?


32

Quoting: "motorsep, post: 3405"Not sure about this one. I really enjoy fluid movement a la Hexen, no matter how much gear you have.
Even Diablo wouldn't slow down your character. It's not a good thing imo.


just my feeling, if you go for a hexen movement then your spot on I would say, if you go for a more dungeon crawler like Ultima Underworld then your to fast, but just me.

Quoting: "motorsep, post: 3405"Could you clarify this please?


fireball matches the movement speed, I will try to explain.... the games moves fast so I see a skelly and its easier to move backwards, charge your fireball and release it then click left mouse to melee, the melee animation takes time while release the fireball does not, now if I could charge melee like the fireball I could move backwards while charging then run in to release....... that is what I mean with it's slow... hope that makes sense :)

Quoting: "motorsep, post: 3405"Use E to pick up items. Just aim at them and press E. We will have crosshair changing its shape when aimed at the pickable item.


I know, but basicly you open chests to get its content so I E to open and move against it to get all, using E to get it slower and I just foud it ackward to just into a tiny chest to get stuff :)

Quoting: "motorsep, post: 3405"Sounds like a bug. Never happened before :/ Could you please post a screenshot or a link to one? Also could you please try reproducing it?


Hope this will do: http://img546.imageshack.us/img546/360/halfdoor.jpg
[URL='http://img546.imageshack.us/img546/360/halfdoor.jpg']C[/URL]an reproduce it every single time, started several games fresh

Quoting: "motorsep, post: 3405"Thank you for the feed back!


My pleasure, not sure if this was the correct place though
Xpander Feb 17, 2012
i cant buy this.
i selected PayPal. and its stuck at "Order Confirmation"
i guess it should open paypal window so i can do the last bits of it.
ohh and 5 minutes later i got: "Connection closed by remote server "

edit: ok seems there was problem with my email. paypal complained that wrong email info sent.
however its solved and got it :P
Andreus Viktualius Feb 17, 2012
Hi Guys from Kot in Action!

First of all, THANK YOU! You're heroes to me! (Fantasy-Dungeoncrawler in nice looking first person 3D nativ on linux .... I LOVE IT)

Hope, here is the right playe for this info:

Bought the alpha, untarred and runs perfect instantly in full screen at 1920x1080. I have the same "doors-open-animation-bug" as discribed above. It's reproducabel. Also I wanted to mention that it occurs only at the first 3-4 dungeon-doors I open every time I create a new dungeon. Then the animation is normal.
I tried it on Ubuntu 64bit.
btw: the blurry effect after being hit by the bomb is great!

If you like too hear:
My suggestions:
-normal walk seems too fast for me... i think it leads more to rushing through a dungeon instead of creating the "lurking-atmosphere"
-If there will be mod-support, will it be able to create dungeons or outside-areas by hand? (I personally would love that...)
-For the "beeing-hit-animation" I would prefer a fast "slash" of blood, thrown from the character away, into the area of sight...
-I would prefer NOT to enlarge the number of enemies, but instead making them harder to kill, because a higher "bodycount" often leads to a worse atmosphere I think (Opening a dungeon-door and knowing, that there will be 7-12 enemies inside isn't as creepy, as opening the same door, not knowing IF there is an enemy, but if there is one, he should be a real danger.....)
-and of course: more from all^^

Thanks!

PS: Sorry for my bad english...
motorsep Feb 17, 2012
We are really aiming for fast movement and maneuvering. Cos it's so boring to use screen arrows for the movement.

What we can do is have player walk by default and have "run" key for those like myself ;)
Xpander Feb 17, 2012
ok played also now

first good things:
-i like the blood effect now. it just spurts out once depending where u got hit (y)
-Like the AI. when trying to hit with fireball, skeletons duck or strafe away.. really nice.
- game runs super good and graphics are pretty fine for an alpha as well.

now some suggestions:
-like the poster above, i think walking speed is slightly too fast.
-would like to see bow or crossbow in the game as well(fire arrows craftable or so also maybe).. [ofc its alpha atm so cant expect much]
-maybe a possibility to craft or find torches to place to the dark places (would be nice imo)
-That minimap shouldnt be available imo. i mean the places what you havent visited should not be revealed imo.

thats all for now...really looking good so far :P

System Specs:
Processor:AMD Phenom II X4 955 , ~3.2GHz
Memory:8 GB DDR3 (1333Mhz)
Video Card:Asus Geforce 560 Ti 1GB Direct CU
Sound Card:Realtek ALC889
Motherboard:Gigabyte GA-970A-D3
Operating System:Linux Mint 12 64bit
Desktop Environment: MATE
daemon Feb 17, 2012
Thanks for the responses guys. I'll address a few things that were mentioned.

sword swinging - I would like to have the mechanic you mentioned above, we're still figuring out how exactly we want to do the melee weapon control mechanics. We're also keeping in mind that the player will want to control which type of attack he does and which way his weapon swings in a convenient manner.

ranged weapons - Yes. I'm assuming you mean bows and thrown knives/axes and whatnot. Spells are currently the only ranged weapon but we do plan to add more options for ranged players.

player movement speed - It's not final. This still needs to be balanced against faster AI and other players in PvP combat.

knock back in combat - Currently everything causes knockback, even spells, but the exact force still needs balancing. If you use a more powerful spell it's going to knock back the target further. Melee attacks also knock back the target. The velocity all depends on the angle of the hit.

spell damage vs mana usage - The mana usage is based directly off the charge you have built up. The mana actually drains AS you charge the bar. Spell damage is also directly based on how far the bar is built up, and it should be ramping evenly so that the spell damage you put out is based only on the mana you spend to cast spells. So if you use all your mana with rapid fire spells or you use it all up with huge charged spells, you should be doing the same amount of damage. Spells that use more costly or a higher number of runes cost more mana, so a throw spell is going to be a lot cheaper than a direct spell.

slow skeletons - Skeletons are a weak enemy, there will be more powerful versions later that don't rely on melee attacks, as well as faster enemies that you'll have a hard time keeping distance from.

dungeon levels - There are major plans for multiple dungeon levels. The game will progressively get harder the deeper you go and the dungeon environment will change. You will be given the option of using bind points to respawn at so that you don't have to find your way through a maze to get back to some deep dungeon level. But they probably won't be permanent, you may have to maintain them somehow.

chest item pickup - I've been considering a key to just grab all nearby objects, or possibly some other option if you have any suggestions. Just rubbing up against the chest to grab items seems odd to me, but i am not disregarding it as an option.

more enemies - As I mentioned earlier, there will be harder, more challenging enemies that don't need a hoard to take you down. Though, I would still like to see some swarming type of AI like goblins or giant spiders or something.

mod support - Not really sure about actual game modding, but there has been talk about allowing the player to rebuild dungeon areas to their liking after blowing into an empty area. That would allow you to essentially create your own dungeon, perhaps for in-game purposes such as a secret clan hall or a place to set up an encampment to bind to, but not to go as far as create an adventure with scripted and placed AI and whatnot.

crafting - We want to add that. It's essential to any rpg in my opinion.

placing torches - We want to add that as well. It sort of depends on performance.

minimap - We will add fog of war so you can't see where you haven't been. This also helps the player navigate and not get lost in the maze.
daemon Feb 17, 2012
I will track down that door bug. Do the doors flicker in any way as they're opening? Perhaps multiple doors in the same place?
Xpander Feb 17, 2012
wooow..nice..
one thing...about chest pickup...
if theres gonna be crafting..theres gonna be inventory probably.
so would be nice to pick up items separately with E button and maybe Shift+ E (or shift+ whatever button u binded for pickup) will take all items from chests.

my 2 cents
Beherit Feb 17, 2012
What I would suggest for mass pickup is something like dungeons of dredmor "selective auto pickup" (or whatever). This would mean that when opening a chest, and pressing the quick pickup button, it would only pickup the set types of items.

The minimap is a must have to keep track of where you've been since dungeons are kind of confusing.

I also get the door bug. When you try to open a door, half of it opens and the other half both opens and stays there (there is a texture that moves outwards, and another that stays put). You can pass through the remaining texture when it's done opening.

If you are going for a lurking atmosphere, then the music needs to go a totally different direction.

What are your plans on quests by the way? Are there going to be some pre-generated mini-dungeons that may or may not appear during a playthrough?

And will characters be save-able for additional playthroughs and multiplayer?
Bumadar Feb 18, 2012
Quoting: "daemon, post: 3414"I will track down that door bug. Do the doors flicker in any way as they're opening? Perhaps multiple doors in the same place?



yes, one door slides over the one that stays in place, its multiple doors on 1 side
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