Another new user here -- great stuff, guys!
Mark me down as another vote for having the choice between "pure mode" and "advanced mode" (or whatever you end up calling them) when you start a new game. Not to say that I'd like this game to get as expansive as Nethack -- that game frankly makes my head spin. Simple is nice, but you've got room for *some* new features before things get too complex :)
Couple minor feature requests:
1) Auto-identification of potions when you throw them at a monster. Perhaps some of them, the effects would be too subtle for you to know what happened (thirst quenching? See invisible?), but I think the majority of them, you'd be able to tell. Some of them are just plain obvious -- I'm pretty sure this Orange Potion that exploded when I threw it at the troll is a Potion of Demolition, for instance. :)
2) Similarly, when equipping a ring, some hint as to its effect would be nice, though I wouldn't go so far as to auto-rename it on that one.
3) Allow items to be dropped in doorways. I shudder to think how much loot I miss out on from my habit of bottlenecking critters in doors. If the orc can stand there, I don't see why he can't drop his sword there.
4) As a previous poster noted, have Leprechauns and Nymphs teleport to elsewhere on the level instead of vanishing entirely.
...That's all that comes to mind for now, but I expect I'll think of more.
Oh, and I ran into a bug at one point -- I was wearing two rings that I had identified, and then later noticed that they'd somehow become unworn and no-longer-identified. I'm sure I hadn't drunk a potion of amnesia, as at that point I hadn't yet noticed that throwing potions didn't identify them, and was throwing them all at monsters. Not much of a bug report, I'm afraid, as I wasn't in much of a position to test it out, but there you go.
Feature Requests for Rogue Touch
Re: Feature Requests for Rogue Touch
This has to be one of the best Rouge games out there for the iPhone/iPod Touch!!
As a person who grew up on NetHack (and wasting many a month on that game) I have a few ideas for you.
There are certain commands that could be done with # key actions (like #pray, always entertaining!!). I think some functions should find their way into this game (#untrap comes immediately to mind!!).
Here is the list that I believe should be implemented:
untrap
kick (fun for walls!!)
jump
pray (if for no other reason that to get humorous responses, and maybe the infrequent blessing/curse)
Personally, I think the trap in front of the door is a serious bug, especially if it is a teleportation trap. That is why I think "untrap" should definitely be implemented.
As a person who grew up on NetHack (and wasting many a month on that game) I have a few ideas for you.
There are certain commands that could be done with # key actions (like #pray, always entertaining!!). I think some functions should find their way into this game (#untrap comes immediately to mind!!).
Here is the list that I believe should be implemented:
untrap
kick (fun for walls!!)
jump
pray (if for no other reason that to get humorous responses, and maybe the infrequent blessing/curse)
Personally, I think the trap in front of the door is a serious bug, especially if it is a teleportation trap. That is why I think "untrap" should definitely be implemented.
Re: Feature Requests for Rogue Touch
I'll grant than an unavoidable teleport trap would be a pin but I'm a little leery of some automatic disarming since a teleport trap, sometime, much like a trapdoor, could save your life from a nasty situation (like a free endlessly reusable scroll of teleportation).nghtstr wrote:This has to be one of the best Rouge games out there for the iPhone/iPod Touch!!
As a person who grew up on NetHack (and wasting many a month on that game) I have a few ideas for you.
There are certain commands that could be done with # key actions (like #pray, always entertaining!!). I think some functions should find their way into this game (#untrap comes immediately to mind!!).
Here is the list that I believe should be implemented:
untrap
kick (fun for walls!!)
jump
pray (if for no other reason that to get humorous responses, and maybe the infrequent blessing/curse)
Personally, I think the trap in front of the door is a serious bug, especially if it is a teleportation trap. That is why I think "untrap" should definitely be implemented.
Re: Feature Requests for Rogue Touch
Isn't that part of the strategy though, to know when to untrap and when to leave it alone? Also, I would make the traps affect the monsters just as much as it affects the player. Those bear traps then become tools and not just annoyances.LordGek wrote:I'll grant than an unavoidable teleport trap would be a pin but I'm a little leery of some automatic disarming since a teleport trap, sometime, much like a trapdoor, could save your life from a nasty situation (like a free endlessly reusable scroll of teleportation).nghtstr wrote:This has to be one of the best Rouge games out there for the iPhone/iPod Touch!!
As a person who grew up on NetHack (and wasting many a month on that game) I have a few ideas for you.
There are certain commands that could be done with # key actions (like #pray, always entertaining!!). I think some functions should find their way into this game (#untrap comes immediately to mind!!).
Here is the list that I believe should be implemented:
untrap
kick (fun for walls!!)
jump
pray (if for no other reason that to get humorous responses, and maybe the infrequent blessing/curse)
Personally, I think the trap in front of the door is a serious bug, especially if it is a teleportation trap. That is why I think "untrap" should definitely be implemented.
Re: Feature Requests for Rogue Touch
Intersting, while I'm assuming easier said than done, a ring of "Trap Mastery" like in Shiren might be fun where traps affect the monsters and not you.nghtstr wrote:Isn't that part of the strategy though, to know when to untrap and when to leave it alone? Also, I would make the traps affect the monsters just as much as it affects the player. Those bear traps then become tools and not just annoyances.LordGek wrote:I'll grant than an unavoidable teleport trap would be a pin but I'm a little leery of some automatic disarming since a teleport trap, sometime, much like a trapdoor, could save your life from a nasty situation (like a free endlessly reusable scroll of teleportation).nghtstr wrote:This has to be one of the best Rouge games out there for the iPhone/iPod Touch!!
As a person who grew up on NetHack (and wasting many a month on that game) I have a few ideas for you.
There are certain commands that could be done with # key actions (like #pray, always entertaining!!). I think some functions should find their way into this game (#untrap comes immediately to mind!!).
Here is the list that I believe should be implemented:
untrap
kick (fun for walls!!)
jump
pray (if for no other reason that to get humorous responses, and maybe the infrequent blessing/curse)
Personally, I think the trap in front of the door is a serious bug, especially if it is a teleportation trap. That is why I think "untrap" should definitely be implemented.
Re: Feature Requests for Rogue Touch
Oooh, I like that idea. However you would also have to have the ability to lay down traps or even recover existing traps, in addition to disarming them.LordGek wrote:Intersting, while I'm assuming easier said than done, a ring of "Trap Mastery" like in Shiren might be fun where traps affect the monsters and not you.nghtstr wrote:Isn't that part of the strategy though, to know when to untrap and when to leave it alone? Also, I would make the traps affect the monsters just as much as it affects the player. Those bear traps then become tools and not just annoyances.LordGek wrote:
I'll grant than an unavoidable teleport trap would be a pin but I'm a little leery of some automatic disarming since a teleport trap, sometime, much like a trapdoor, could save your life from a nasty situation (like a free endlessly reusable scroll of teleportation).
Re: Feature Requests for Rogue Touch
Item identifying is fine
There are about 5 pots that when thrown cause confusion, one causes hold, demolition, blessed vs undead, I imagine the rest do nothing
Wearing some rings gives hints, +str, if you can't take it off it's cursed
You play enough you can get a pretty good feel for what's what
Traps should effect mobs and I would like to see a chance for disarm, but anything other then that I think would be overcomplicating, save a detect traps ring/scroll
Maybe just make a scroll that disarm all traps within one square of your guy...something like that might be a good simple compromise
There are about 5 pots that when thrown cause confusion, one causes hold, demolition, blessed vs undead, I imagine the rest do nothing
Wearing some rings gives hints, +str, if you can't take it off it's cursed
You play enough you can get a pretty good feel for what's what
Traps should effect mobs and I would like to see a chance for disarm, but anything other then that I think would be overcomplicating, save a detect traps ring/scroll
Maybe just make a scroll that disarm all traps within one square of your guy...something like that might be a good simple compromise
Re: Feature Requests for Rogue Touch
{Copy from "Discovered Secrets" thead}
Make a "special" character, named Classic or something like that, and make it just have have the mace, ring mail, bow, arrows, and food. I know that would make things a little harder for the player using it, but I'm an old softie for the original(s).
Also, I'll use this opportunity to cast my vote for the idea other have made of "roll-your-own Rogue" - selecting the types of things you want in the game... maybe with preset selections like "Original Rogue v3", "Original Rogue v5" and such, with conditions that match those games (the Vade-Mecum would be useful here...)
Make a "special" character, named Classic or something like that, and make it just have have the mace, ring mail, bow, arrows, and food. I know that would make things a little harder for the player using it, but I'm an old softie for the original(s).
Also, I'll use this opportunity to cast my vote for the idea other have made of "roll-your-own Rogue" - selecting the types of things you want in the game... maybe with preset selections like "Original Rogue v3", "Original Rogue v5" and such, with conditions that match those games (the Vade-Mecum would be useful here...)
Re: Feature Requests for Rogue Touch
I'm really enjoying Rogue Touch and wanted to jump in here.
As mentioned earlier in the thread, the implementation of bones files would great.
I've seen a few different takes on the idea over the years. It is always interesting to
run into "ghosts" or "zombies" of others' best efforts. Not always survivable but interesting
Speaking of "other implementations..." You guys should get your name out there. I realize that
Rogue Touch is currently limited to one platform, but Roguelike aficionados are nothing if not
completists. You deserve an entry in all of the Roguelike directories out there. Maybe over at the Rogue Basin http://roguebasin.roguelikedevelopment. ... =Main_Page for instance.
Well, I can't wait to see what you guys come up with next. Thanks for the game.
As mentioned earlier in the thread, the implementation of bones files would great.
I've seen a few different takes on the idea over the years. It is always interesting to
run into "ghosts" or "zombies" of others' best efforts. Not always survivable but interesting

Speaking of "other implementations..." You guys should get your name out there. I realize that
Rogue Touch is currently limited to one platform, but Roguelike aficionados are nothing if not
completists. You deserve an entry in all of the Roguelike directories out there. Maybe over at the Rogue Basin http://roguebasin.roguelikedevelopment. ... =Main_Page for instance.
Well, I can't wait to see what you guys come up with next. Thanks for the game.
Re: Feature Requests for Rogue Touch
Oh wow!! I almost completely forgot the Bones file!! That would be great to implement!! Maybe as an alternative and maybe even better idea is a server-based bones file. The random encounter with some other guy's powered up spirit, oh yeah (and ouch)!!Engram wrote:As mentioned earlier in the thread, the implementation of bones files would great.
I've seen a few different takes on the idea over the years. It is always interesting to
run into "ghosts" or "zombies" of others' best efforts. Not always survivable but interesting![]()