Nov 30, 2011

Every month?

Found, that usual realizes keep us in good shape and, practically, resulting more productive schedule.
Maybe monthly realizes would be good idea!
Of course, It doesn't mean realize just for realize, but makes us to keep working, adding features for new versions.

It looks like, I have recovered a bit, so I can make myself to fix burning issues and make realize of 0.0.7b today or tomorrow!

Small report (under cut):

Just changed name generation for animal heroes, so they wouldn't have names like other creatures.
Thats all, I can't recover, yet.

Nov 29, 2011

I was ill and really exhausted for last four days, so secede coding for this time.
I got from harsh experience,  that coding when you are ill or (and more critically "and") tired resulting code would be horrible, slow, consisting from bottle necks and so on, and, it is more dangerous, tired/ill refactoring.


So, I wish, FFHtR development would be restored tomorrow,  when I'll recover, but I think, that I am in grave need of vacation, I wasn't on vacations for more than a year and It was really hard year. -_-
.

Nov 24, 2011

Today, I have defeated first local leader and stopped  goblins encounter near dwarven hamlet!


...........................
Aunste Andhaag known as Acideater.
Local leader of  Murin_clan at Smelly_cave.
Aunste was defeated by player at 8 of Burnt_Wings in 172 AoR.

Nov 23, 2011

So, part of historical figures became local leaders of there dungeons/ caves etc
We need quest generator, so you can get quest from local leader of dwarf, for example, to kill local leader of goblins and if you succeed it would drastically decrease (or stop at all) goblins encounters spawn from this cave.

Also, I have changed concept of unskilled use of basic crafting, it means you can dry meat or fell tree, for example, even if you don't have respecting skill, but with high chance of failure. On the good side, it would be possible to gain such skill.

Nov 22, 2011

Beware of Armageddon plague and horrible blight!

We would add some nasty features, they can make life of your character really ugly and short.

Game saved first and basic list of generated historical  figures.
It is only the beginning, we should appoint historical figures as local population leaders (of course, there are would be "free" historical figures) and adjust them properly.

Log:
Dozen of bugs were fixed. Few of them were rather nasty, couple aren't really dangerous.
Unpleasant news is that, I can't fix bug with DirectX surfaces, for some reason, game stopped losing video card, but losing main surface. -_-
I wish, I would find issues of this bug, before future realise. It is not critical, but unpleasant.

GoodSir working on new magic GUI interface, I think you will like it, because new main screen interface and new inventory screen are both his ideas and work!
Until he finish it, I had "free time" for bug fixing and crafting and "quest patch" basics.

For the quest patch we would steal  borrow DF "historical figures" system. It wouldn't be the same, of course, but would help to save lot of computer resources and make quest more interesting!


Nov 20, 2011

Psiweapon brought three more icons and I managed to fix "use item" bug and tweaked inventory and main window interface a bit.
So, we would make interim release 0.0.7b. It would fix inventory issues and would close it for good.

Nov 16, 2011

you are welcome!

Hello!
We are in dare need for new teammates!
Right now, our team consists of three guys, pixelart and coding mostly.
We really need roguelike fan, familiar with FFH lore for game world development, text writing etc

0.0.8 development schedule

This is next version development schedule.
No more delayed versions for "one additional" feature.

Crafting:
* Item disassembling. done
* Item crafting. (for this patch: weapon, armor, cloth). in progress.

Magic:
* Spells memorization system. (I think that Craw system is worth "stealing" ^_^).
* Starting spells and spellbooks.
* Basic spells, one per category:
1) buff .
2) debuff (for ex. curse).
3) summon.
4) control  (for ex. fear).
5) creation (for ex. food, can be balance breaking, just for test!).
6) traps (not in this version, would wait for traps and doors)..
7) scouting (for ex. show creatures etc).
* NPC spells, AI use magic.
* Healing spell planed to scrolls, consumables only, because of its highly abusive nature.

Miscellaneous:
* "Use item" bugs.
* Game over screen.
* Few inventory patch fixes.

Nov 15, 2011

Magic

It looks like "Magic patch" is our winner in voting "contest". Won, 9 vs 6. He, he, he.
So, I'll start magic, when finish crafting basic, which I was coding, waiting for vote results.

There is little problem with development schedule... there is no schedule!
We should prepare some basic plan for every patch and update.
I'll post it here, when it would be finished.

Current status:
Crafting is going well.
I managed to smelt my battleaxe in to bronze ingots, when character would be able to create new item from resources, this goal would marked "done" for now.

Craft

Managed some crafting issues.
So, now you can disassemble item for parts, scraps etc
For example, you can smelt sword to ingots.
And no, you can't brew potion back to ingredients! (It was funny bug) ^_^

Nov 14, 2011

0.0.7a

So. we have started next update.
We are not sure about its theme, maybe It would be magic + abilities patch.

Also, I have fixed few issues in the 0.0.7 and undated download with 0.0.7a.
Right now, I found unpleasant bug in the new inventory, using item from the ground crashing game for sure.
It would be fixed as soon as possible. It is massive issue, because need total "item using" methods refactoring.

Nov 10, 2011

0.0.7 Inventory Patch

Here goes 0.0.7 "Inventory Patch".
It doesn't have few icons at inventory screen, so we wouldn't announce it at roguebasin.
But if you check this blog, you can try new inventory and report issues if you want!

PS

There are a portion of scrolls, near player starting location. It is testing "Scrolls of Return", they are a bit bugy, but nothing serious and they can save your character from dangerous situations.

Nov 9, 2011

Next patch! Vote!

Inventory patch can be considered finished! We need just few icons.
So, we start voting about next patch, care to participate!

Icons

New inventory shows that icon based interface is really more comfortable, then text one.
I think, that we would change everything this way!

Here is first step v- menu. Information about items on the ground.
It would use side info screen rather than text menu!



Nov 8, 2011

We are nearly here!





Good! Few fixes, few icons and "inventory patch" would become history of our development!
Click on the picture. It can be change a bit, before realize!

Nov 6, 2011

Final Steps

Good news, everyone!
GoodSir finished hi-res inventory canvas, so I can start adding it into game.
So, we have a bit of coding work and few icons from Psiweapon, before new realize!