No, no video... hmm. Ever played NetHack? You should go get it and play that for a while. The concepts here are very much the same. From NetHack, just add die-rolling and the random tables and you've got PocketDungeon.parkour86 wrote:So I'm new to this type of game. Is there a video explaining how to play? I read the rules and it was a little difficult to understand the concept of play.
Pocket Dungeon
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Is there a way you could put together a little scenario of game play like the author did under the section "Putting it all together" but with maybe 2 rooms? The way I learn is through example.Olothontor wrote:No, no video... hmm. Ever played NetHack? You should go get it and play that for a while. The concepts here are very much the same. From NetHack, just add die-rolling and the random tables and you've got PocketDungeon.parkour86 wrote:So I'm new to this type of game. Is there a video explaining how to play? I read the rules and it was a little difficult to understand the concept of play.
Edit: I was able to figure out how to play. I did a search on this site and found forum "The Euphoria of Silence - Pocket Dungeon Online" and that is what I was basically looking for. Now I understand the game and i'm loving it.
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I've taken the liberty of adding some new stuff to Pocket Dungeon. One new class, strictly for multiplayer, and a new feature that'll be generated per room: traps!
Cleric: HP 8+1d8. Limited to 1Hn weapons and either Cloth or Leather Armor. May use Spells and Scrolls.
Traps!: Traps are created like rooms, and are placed during room creation. When a trap is rolled for a room, make a d4 roll to determine the size of the trap; that number is how many tiles the trap occupies, and can be in any formation you please, even spread out across the room. Monsters ignore traps.
A trap tile can be "disabled" for 1 AP and a round of no other action by a player who is adjacent to the tile he/she wishes to disable. A disabled trap disappears from the game board.
Cleric: HP 8+1d8. Limited to 1Hn weapons and either Cloth or Leather Armor. May use Spells and Scrolls.
- 1AP - Heal: You may heal one other party member within 3 tiles for 1d3 HP. You may choose yourself. You may not take any other action this turn.
1 AP - Aid: Roll randomly on the Potions table and apply the effects of the rolled Potion to any party member within 3 tiles (you may choose yourself). You may not take any other action this turn.
1 AP - Rally: You may encourage one other party member within 3 tiles to fight better, giving them either a +1A or a +1H for one round. You may not take any other action this turn.
1 AP - Hinder: You may curse an enemy, giving him either -1A or -1H for 1 round. You may not take any other action this turn.
2 AP - Dispatch: You may mark an enemy for execution, giving him -2A for 2 rounds. You may not take any other action this turn.
3 AP - Purify Area: All spaces within a 3-tile radius of you deal 1D to enemy creatures standing on them at the end of the round. This effect remains in place for 1d3 rounds. You may not take any other action this turn.
x AP - Cure: x number of party members within 3 tiles are healed for 1d3 HP (you may choose yourself). You may not take any other action this turn.
4 AP - Sentinel: One party member within 3 tiles receives +2A and either +2H or +2D. You may choose yourself. You may not take any other action this turn.
Traps!: Traps are created like rooms, and are placed during room creation. When a trap is rolled for a room, make a d4 roll to determine the size of the trap; that number is how many tiles the trap occupies, and can be in any formation you please, even spread out across the room. Monsters ignore traps.
A trap tile can be "disabled" for 1 AP and a round of no other action by a player who is adjacent to the tile he/she wishes to disable. A disabled trap disappears from the game board.
- Pit Trap: Players that start their turn in a Pit Trap tile must take 1D and use their entire Move action to move to an adjacent square.
Spike Trap: Players that start their turn on a Spike Trap tile must take 1D.
Hamstring Trap: Players that start their turn on a Hamstring Trap tile take 1D and suffer a -1M penalty for 1d3 rounds. M may not be reduced to less than 1.
Flame Trap: Flame Traps may be only be set off once per tile, and disappear afterwards. A player that starts his turn on a Flame Trap tile activates it and takes 1d3 Flame D (Elemental Strength/Weakness applies).
Ice Trap: Ice Traps may only be set off once per tile, and disappear afterwards. A player that starts his turn on an Ice Trap rolls 1d6. On a result of 1-2, the player cannot move for 1d3 rounds, and cannot activate AP.
Poison Trap: Poison Traps may only be set off once per tile, and disappear afterwards. A player that starts his turn on a Poison Trap takes 1D at the start of his turn for the next 1d3 rounds.
Last edited by Olothontor on Mon Apr 18, 2011 9:02 am, edited 2 times in total.
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enders_shadow
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I was tossing around the notion of having the ability to spend an action to disable... Use 1 AP and spend a turn doing nothing to get rid of a single trap tile that you're adjacent to. Any Class can use it, which makes it possible for use in Single Player without too much annoyance, without making it so easy to get rid of that it's nothing to worry about.enders_shadow wrote:is there any way to nullify the traps? or are they always gonna be there... no thief disabling stuff like dnd?
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enders_shadow
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That simply means they don't get a bonus to Hit. The H(it) score on a weapon is the bonus, not the number of attacks it gets.enders_shadow wrote:np. So I was reading the rules, and why does it say that the sword, hand axe, etc. get 0 hits? maybe I'm reading that wrong, but.... help would be appreciated.
EDIT: Some further equipment additions - belts!
Belts: Belts can be worn regardless of other equipment, but more than one belt may not be worn at a time. Belts may receive Blessings/Curses, but may not receive Aspects beyond Elemental. If a hit surpasses your Armor value by more than %100, roll a d4. On a roll of 1, the belt is destroyed.
Belt of the Priesthood: While this item is equipped, your Class's AP abilities are replaced with those of a Cleric. The original HP and item limitations of your Class remain the same.
Belt of Deceitful Presence: While this item is equipped, your Class's AP abilities are replaced with those of a Thief. The original HP and item limitations of your Class remain the same.
Belt of Fortitude: While this item is equipped, your Class's AP abilities are replaced with those of a Warrior. The original HP and item limitations of your Class remain the same.
Belt of the Woodlands: While this item is equipped, your Class's AP abilities are replaced with those of a Ranger. The original HP and item limitations of your Class remain the same.
Belt of Arcane Understanding: While this item is equipped, your Class's AP abilities are replaced with those of a Wizard. The original HP and item limitations of your Class remain the same.
Last edited by Olothontor on Sun Apr 17, 2011 10:02 am, edited 2 times in total.
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Further ideas:
Shops: Littered across Dungeons are crazed- or incredibly brave- entrepreneurs attempting to sell their wares to adventurers. Shops can buy equipment that you don't need off of you for money based on that piece of equipment's Tier. They will also have a randomly generated selection of items available for sale (the shop's wares and selling prices are left to the GameMaster's discretion).
Equipment Tiers: Tiers indicate a piece of equipment's value in a shop. There are 4 Tiers:
Shops: Littered across Dungeons are crazed- or incredibly brave- entrepreneurs attempting to sell their wares to adventurers. Shops can buy equipment that you don't need off of you for money based on that piece of equipment's Tier. They will also have a randomly generated selection of items available for sale (the shop's wares and selling prices are left to the GameMaster's discretion).
Equipment Tiers: Tiers indicate a piece of equipment's value in a shop. There are 4 Tiers:
- Basic: The very simplest of functional equipment, Basic Tier equipment sells for 1 Gold piece.
Fine: Fine items are well-crafted, but by no means showy. Fine Tier equipment sells for 3 Gold pieces.
Master: Master items are crafted with care and delicacy, both more functional and slightly fancier than their Fine and Basic cousins. Master Tier equipment sells for 5 Gold pieces.
Exquisite: Of the utmost quality, Exquisite equipment is the pinnacle of badassery and usefulness. Exquisite Tier equipment sells for 10 Gold pieces.
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Hmm, didn't read this until I had already done the Thief. Might be better, but I'm not sure.enders_shadow wrote:awesome, looks amazing... and quite a lot like legend of zelda, for handhelds or phones(at least the one I have) so maybe that could help you with the thief? Can't wait for this thing to get started again, this looks epic!
Anywho, update! Classes are done (the Ranger doesn't have a weapon yet, but that'll come). Now with 25% more detail tiles!
EDIT: Secondary update to make the tiles more obvious. My original intention was for you guys to count the wall tiles, but that just seemed kind of dickish and obnoxious. Besides, the "subtle" floor tiling isn't too bad, I suppose.

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Relatively large update: changed the wizard's robes to be more poppy. Purple on purple, however saturated, makes for poor visibility in most cases. Added some lava + light effects. Not too happy with it.

Also, added bonus: my spriting fuel for this evening.
http://www.youtube.com/watch?v=1P-ozZjz9mU

Also, added bonus: my spriting fuel for this evening.
http://www.youtube.com/watch?v=1P-ozZjz9mU

