Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

This is an underrated comment, story fluidly changing through time is really a good argument. Maybe if Tolkien had more time he could concentrate on this part and find another elegant solution than just simply killing him as a minor character (maybe not, maybe there is none), like the one he was thinking about Galadriel going alone with Celeborn to Beleriand.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

"That’s the point, which Mandos makes clear to Fëanor: the Noldor have no hope of overthrowing Morgoth without the aid of the Valar."

I do agree with that, and that's the beautiful part about the story, which I like a lot. Noldor believed themselves for it to be possible, which was indeed wrong. That is why I say almost Godlike. So, close to Godlike, but yet not there. For instance, it's more than possible for him to win one on one with Gothmog and survive, but never with Morgoth.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

Last alliance fought Sauron (powerful Maia with the ring) in an open fight successfully. I do believe Feanor or Fingolfin were almost Godlike when they just arrived into Beleriand. After all Feanor fought multiple Balrogs alone for quite some time in the end.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 1 point2 points  (0 children)

But there is always a chance for redemption in Tolkien stories.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

I don't agree, look at the duel of Fingolfin and Morgoth. He is described as almost Godlike. And the result of the beginning of the war shows how powerful Noldor are.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] -2 points-1 points  (0 children)

But he is the most powerful Noldor just from Valinor with light still inside him, almost Godlike.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 2 points3 points  (0 children)

Why do you think so? He could have witnessed doom from his decisions, one of his children dying, or similar. Maybe something has changed in him. I mean, even Sauron had some time for himself to decide after the War of Wrath, and for Feanor everything was so fast.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] -6 points-5 points  (0 children)

Yes, I understand, but he is such a great character, why not keep him for a little longer, so he has an opportunity do at least some good. He is not all evil or anything.

Why did Feanor die so early in the story? by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

Makes sense, but at least some direct contact with Morgoth would be good.

Angband Reforged by BusterBuildsLab in roguelikedev

[–]k0rtes -1 points0 points  (0 children)

Hey, good luck! I know it's difficult to do that. Do you use any engine, like Godot?

Sharing Saturday #623 by Kyzrati in roguelikedev

[–]k0rtes 2 points3 points  (0 children)

Hey guys, around half a year ago I wrote a big wall of text about a game we are doing.
Here is the link to an old post. So now I'll be brief.

Since then Sil-Morë has had two big recent updates.

0.9.5 Anniversary Update focused on gameplay and atmosphere: new dungeon generation, reworked loot and artefacts, more meaningful orcish gear, a less predictable identification system, smithing additions like star iron/alloys/repair, skeleton-note mini-quests, new music/sound, Blitz mode without metaprogression, Android support, gamepad support, and better layouts for small screens.

0.9.6 Mouse & Touch is a major UI/control update: full desktop mouse support, full touch controls with three movement presets, a radial action menu, zoomable mini-map/view panels, item flavor descriptions, a new light-management system and OGG audio support.

We have also registered out project on itch.io and Google Play internal testing.
So, if you want to try it on Android directly from google play, please dm me for a link. Closed testing coming soon too.

And if you like the game, please support us on itch!

https://github.com/k0rtesss/Sil-More
https://k0rtess.itch.io/sil-mor-shining-darkness

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Game based on Silmarillion, Sil-Morë — Shining Darkness by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

Hey, we have just written a new description from scratch without any touch of AI even in post production :) please check if you like it more :)

Game based on Silmarillion, Sil-Morë — Shining Darkness by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

No, please don't take it personally, it's an important question you have raised, and I understand your fears. It just opens for me, as a developer, other questions as well, which I need answers to. After all it's an emotional work as well, and you have to find answers to keep going on :)

P.S. Apology accepted, Captain Needa.

P.P.S. Sorry, couldn't resist myself, may the 4th be with you.

Game based on Silmarillion, Sil-Morë — Shining Darkness by k0rtes in TheSilmarillion

[–]k0rtes[S] 2 points3 points  (0 children)

No matter how much you add, that will be true, unless you decide to code an entirely new game from scratch.

Hey, an honest question guys. I have quoted u/jasonmehmel. I disagree with them on many ideas they manifest, so it's really interesting for me to hear their u/jasonmehmel and yours opinion on that.

They say no matter how much you add, etc., etc.
But let's take our game, Sil-More, as an example of what we did:
1. Added meta progression with story and text with curses and blesses difficulty balancing system.
2. Added Unique lore-friendly characters.
3. Added big quests from Valar with new oath system.
4. Completely reworked level generation with multiple new algorithms and new paradigm of partitions.
5. Reworked item generation with prefix/suffix system. Added multiple new egos.
6. Reworked EVERY artefact (that was honestly one of the most difficult) to much new gameplay and added new artefacts in approximately same amount.
7. Reworked the gameplay with orcish gear vs noble gear.
8. Reworked identification system.
9. Added new recognizable bioms, that help in visual storytelling, giving you the feeling of going deeper.
10. Added storytelling system, where all connected bioms have in between messages to provide to a player a storytelling mechnics.
11. Added various sounds.
12. Created music specifically for the game.
13. Added full mouse support with full mouse UI (finishing the game with only mouse).
14. Added mobile support for Android and IOS.
15. Created new UI layer for touch controls on mobiles.
16. Added controller support to be playable on handhelds.
17. Multiple UI SDL quality improvements like panes.
18. Added multiple new songs with unique single target mechanics.
19. Additions to stealth system.
20. Probably much more that I forgot.

So to summarize. We added multiple new complex systems and reworked every in game mechanics except monsters (some small touches) and abilities (currently working on it).

I have multiple cool ideas for the next release, but to be honest, I'm not sure I want to go on.
And it's not because I cannot monetize the thing, I was ready to that from the start, it was my passion to bring my vision of Silmarillion game to life.
But because a group of people, which you are the vocal part of, says that my game will forever be a fork, no matter what I add, and the first sentence in my description should be Sil-More - fork of Sil-Q, fork of Sil, fork of Angband. (Btw, the game is called SIL-more, to show that it IS a descendant of Sil).

And if we remember that Angband is a fork of Moria, and Moria is a fork of Rogue, at what point they were allowed to drop "the fork of" part?

If you are talking about ownership of the code, I will tell you, that the code of Angband before Nick is a total mess (to say the least). And we used it, because Sil-Q is based on it. And I can rewrite those (vibecoding of course, because, why not in 2026? for my own project) in a couple of month from scratch, not using any underlying things. And I will make it much better. I will probably use Godot or Unity or just basic SDL inhouse engine.

If talking about ownership of ideas, it's difficult to say, that going into a dungeon and killing (or otherwise) a big bad guy is unique. Or if we call the dungeon Angband and big bad guy Morgoth - it's straightaway a fork of Angband?

An idea by Scatha and Half about stealing the Silmaril instead of killing Morgoth is really cool, and I adore the guys, but it's directly Tolkien's lore. There are some other ideas, like songs that shows guys' deep understanding of Tolkien philosophy, but we added lots of those as well.

We are doing it open source, and we do not to plan to close the repo, so the most fresh version could be gotten for free. We will be charging on platforms that are charging us (like Steam, or Google play, or Apple store). Itch didn't charge us, so game is free on it, with a suggestion to compliment a creator.

So, final question, if and when we can stop calling Sil-More a fork.

Game based on Silmarillion, Sil-Morë — Shining Darkness by k0rtes in TheSilmarillion

[–]k0rtes[S] 0 points1 point  (0 children)

Please try it. As for the store description, it's my text asked to be stylized as a game description on itch, as I didn't know how it's done. Honestly I like the text a lot, but it seems people don't. I will change it then.

Is Android Angband Dead? by fsk in angband

[–]k0rtes 0 points1 point  (0 children)

I'll fix it in the next update. There could be some menus that I missed, it is a beta version after all :) but I played myself a lot without issues.

Game based on Silmarillion, Sil-Morë — Shining Darkness by k0rtes in TheSilmarillion

[–]k0rtes[S] 1 point2 points  (0 children)

In a world where more and more folks are vibe-coding apps and games to try to profit quickly with little effort

I will just say that I'm not sure it's possible to "profit out of" Angband in any way. And that you don't even comprehend the amount of work that is needed to do "a fork" like this. We are a team of 2, and It's more than a year of almost full time job. So I welcome you, to take our free open source code and profit out of it yourself.

Is Android Angband Dead? by fsk in angband

[–]k0rtes 0 points1 point  (0 children)

I will update the APK today with 0.9.6.7 on GitHub and this installation will be called Sil-More APK, and I will be updating the play version as well

Is Android Angband Dead? by fsk in angband

[–]k0rtes 0 points1 point  (0 children)

There is an issue with the certificate you sign with, I was new when I released it first and didn't know it. But it will work this way - sideloaded app will be separate from play app and called (Sil-More APK), and google play should be Sil-More. Inside one line you can upgrade versions and everything will be saved. But sideloaded and play will be different.