Dark Disciples
Moderator: Game Hunters
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- Cyberflaneur
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Dark Disciples
Dark Disciples is a single character, single player, fantasy based, role playing game with a top down perspective. It uses a stat based character creation system. The combat system is turn based.
If you are looking for a freeware game with copious statistics and an intricate, multifaceted combat engine you won't find it here. Instead, DD features lots of non-combat challenges to solve and interesting things to do within the gameworld. Game therefore attempts to differentiate itself by being a more puzzle orientated CRPG and therefore filling a gap in CRPG 'market'.
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Developer: Dodgysoft
http://www.darkdisciples-rpg.com/dd.htm
If you are looking for a freeware game with copious statistics and an intricate, multifaceted combat engine you won't find it here. Instead, DD features lots of non-combat challenges to solve and interesting things to do within the gameworld. Game therefore attempts to differentiate itself by being a more puzzle orientated CRPG and therefore filling a gap in CRPG 'market'.
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Developer: Dodgysoft
http://www.darkdisciples-rpg.com/dd.htm
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- Winner of CWF review contest!
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Re: Dark Disciples
DAMN IT!!eMTe wrote:If you are looking for a freeware game with copious statistics and an intricate, multifaceted combat engine you won't find it here.

But this is good:
"Your alter-ego will not be required to slay the evil lord of darkness and save the land from impending doom. Furthermore, arch-villans will rarely indulge in diabolical laughter or rambling monologs about how they were picked on as children."
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- Cyberflaneur
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- The Steel Spine of GameHunters
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- Cyberflaneur
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- Cyberflaneur
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Got it!
http://plnehry.idnes.cz/rpg/dark-discip ... rpg_bw.idn
Version 2.5, probably the latest existing.
http://plnehry.idnes.cz/rpg/dark-discip ... rpg_bw.idn
Version 2.5, probably the latest existing.
"As you have noticed over the years, we are not angry people." (itebygur)
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- [insert custom title here]
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Managed to fetch v3.4 from HOTU.
http://hotud.org/component/content/article/39-rpg/24472
I think the reason the download was dead, was because it requires you to be logged in. When i tried downloading it with Free Download Manager, i got the message "Access denied. Invalid user name or password".
I registered and downloaded it from the browser, and it worked fine.
If all else fails, you can always get it from me.
Also, it may be relevant to note that there is a Dark Disciples 2 under development here: http://www.darkdisciples-rpg.com/dd2.htm
http://hotud.org/component/content/article/39-rpg/24472
I think the reason the download was dead, was because it requires you to be logged in. When i tried downloading it with Free Download Manager, i got the message "Access denied. Invalid user name or password".
I registered and downloaded it from the browser, and it worked fine.
If all else fails, you can always get it from me.
Also, it may be relevant to note that there is a Dark Disciples 2 under development here: http://www.darkdisciples-rpg.com/dd2.htm
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- The Steel Spine of GameHunters
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I played it for a while and I really like this game. It's good old traditional RPG entertainment as it should be. Lots of characters to speak to lots of dungeons and places to explore and lots of quests and sidequests to solve.
Felt like 20 years ago when I played "Ultima IV" for the first time (or was it "Ultima V"?).
Felt like 20 years ago when I played "Ultima IV" for the first time (or was it "Ultima V"?).
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- [insert custom title here]
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I have some trouble with this game. Since monsters don't respawn, it's not possible to train until you're ready for the harder enemies. And thus i get stuck early in the game.
Btw. If you like the music by Bjorn Lynne, you can download it here, among other tracks: http://www.lynnemusic.com/midi.html
Btw. If you like the music by Bjorn Lynne, you can download it here, among other tracks: http://www.lynnemusic.com/midi.html
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I tried it out, and really like the easy-going look and feel to this game. Unfortunately my computer acted up and the game crashed when I ALT-TAB'd out and back in.
Fortunately I wasn't very far into the game so I will go at it again.
Fortunately I wasn't very far into the game so I will go at it again.
Currently testing Life version 2.9 (With added second child)
(Beta testing in progress)
www.paed-it.dk - My blog in Danish
Clothes make the man. Naked people have little or no influence on society.
--Mark Twain
(Beta testing in progress)
www.paed-it.dk - My blog in Danish
Clothes make the man. Naked people have little or no influence on society.
--Mark Twain
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And it now seems the reason my computer acted up was because of this game. I simply cannot play this for more than 10-15 minutes before something - like me entering a cave, or leaving the picture in other ways - makes the game crash. How is it working for others here?
Currently testing Life version 2.9 (With added second child)
(Beta testing in progress)
www.paed-it.dk - My blog in Danish
Clothes make the man. Naked people have little or no influence on society.
--Mark Twain
(Beta testing in progress)
www.paed-it.dk - My blog in Danish
Clothes make the man. Naked people have little or no influence on society.
--Mark Twain
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- CWF's God of Freeware
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The following is entirely assumed!
If the game is pseudo random generated, it could be stuck in a loop that your system is causing, that wasn't obvious when the coder wrote the game.
Different hardware specs occasionally cause normal Random Number functions to become unpredictable, in certain languages.
If the coder is using random numbers to build his world, it could be freaking out when it comes across something unexpected.
Jayenkai.. At 300 games, I can hazard guesses at other folk's bugs!!
Reason for diagnosis : The game is getting itself stuck in a loop, (won't accept input = stuck in a loop, if it was a loading issue, it'd probably just crash and die) and since those are occurring when you enter a dungeon, I'm assuming the game is automatically generating that dungeon as you go, and that the auto-gen is the bit that's getting stuck.
If the game is pseudo random generated, it could be stuck in a loop that your system is causing, that wasn't obvious when the coder wrote the game.
Different hardware specs occasionally cause normal Random Number functions to become unpredictable, in certain languages.
If the coder is using random numbers to build his world, it could be freaking out when it comes across something unexpected.
Jayenkai.. At 300 games, I can hazard guesses at other folk's bugs!!
Reason for diagnosis : The game is getting itself stuck in a loop, (won't accept input = stuck in a loop, if it was a loading issue, it'd probably just crash and die) and since those are occurring when you enter a dungeon, I'm assuming the game is automatically generating that dungeon as you go, and that the auto-gen is the bit that's getting stuck.
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- Cyberflaneur
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- CWF's God of Freeware
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Still assumed!!
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Random numbers on a computer are rarely purely random. There's an approximate lineage of numbers that will be generated, and they'll be shifted at random by another set of numbers so that they all look nice and random. Complex stuff..
To give a real illusion of "random", coders tend to throw a random number into the Seed (the computer's time is usually the best to use, since that's rarely ever the same) and then have the random seed generate a random number back.
You keep doing that, and it keeps being random.
But, if you use a seed that you know, instead, it'll always* give you the same seeded set of "pseudo" random numbers back again.
*The problem occurs when one CPU plays with the numbers in a slightly different way. Then the numbers you get back aren't the ones you expect..
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analogy!
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It's like playing a game of cards.
You shuffle them, and they're random.
But if you keep the deck as it is, and simply keep cutting the deck, the cards might appear to be random, but they're still in the same order.
So long as you know which card will come first, you'll be able to tell what all the other cards will be.
A proper random seed would reshuffle the deck each time, whereas a known seed would give you back the exact deck that you had the last time you used that seed.
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Uses
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If you pseudo-random generate a dungeon, (Path goes randomly in this direction. First object is randomly here, it's randomly a treasure chest.. Next object is randomly here, it's randomly a monster).. you can re-random-generate it every time the player walks in. So, you don't need to store the data, but you will always make it appear to be the same dungeon each time.
Alternatively..
In Worms, you can type in a seed, which is then used to pseudo-random generate the landscape. Type in the same seed, get the same landscape. That's how that works!
There's hundreds of uses, and it's really handy to know when coding.. It'll save you using files for everything, and it's great when you can't be bothered to design every little detail of your game. Save space, Save time, Great stuff!
---
Random numbers on a computer are rarely purely random. There's an approximate lineage of numbers that will be generated, and they'll be shifted at random by another set of numbers so that they all look nice and random. Complex stuff..
To give a real illusion of "random", coders tend to throw a random number into the Seed (the computer's time is usually the best to use, since that's rarely ever the same) and then have the random seed generate a random number back.
You keep doing that, and it keeps being random.
But, if you use a seed that you know, instead, it'll always* give you the same seeded set of "pseudo" random numbers back again.
*The problem occurs when one CPU plays with the numbers in a slightly different way. Then the numbers you get back aren't the ones you expect..
--
analogy!
--
It's like playing a game of cards.
You shuffle them, and they're random.
But if you keep the deck as it is, and simply keep cutting the deck, the cards might appear to be random, but they're still in the same order.
So long as you know which card will come first, you'll be able to tell what all the other cards will be.
A proper random seed would reshuffle the deck each time, whereas a known seed would give you back the exact deck that you had the last time you used that seed.
--
Uses
--
If you pseudo-random generate a dungeon, (Path goes randomly in this direction. First object is randomly here, it's randomly a treasure chest.. Next object is randomly here, it's randomly a monster).. you can re-random-generate it every time the player walks in. So, you don't need to store the data, but you will always make it appear to be the same dungeon each time.
Alternatively..
In Worms, you can type in a seed, which is then used to pseudo-random generate the landscape. Type in the same seed, get the same landscape. That's how that works!
There's hundreds of uses, and it's really handy to know when coding.. It'll save you using files for everything, and it's great when you can't be bothered to design every little detail of your game. Save space, Save time, Great stuff!
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- [insert custom title here]
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My general impression of this game is, that it may in theory be interesting to explore the world and complete quest, but in practice, the general feel of it makes it boring, and i got tired of it early on. But i like the music in it 
I think the game is unbalanced, since monsters don't respawn, you don't have a chance to train until you're skilled enough to move on.
If anyone would be crazy enough to make some sort of voting of how good this game is, i would vote 3 of 6.

I think the game is unbalanced, since monsters don't respawn, you don't have a chance to train until you're skilled enough to move on.
If anyone would be crazy enough to make some sort of voting of how good this game is, i would vote 3 of 6.

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- [insert custom title here]
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- Joined: Sun Jan 18, 2009 15:28
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Re: Dark Disciples
The sequel is out: http://forum.curlysworldoffreeware.com/ ... php?t=3092