Dec 26, 2012

My good friends!
You know, I didn't have enough time for nearly anything.
Changed my job, car has been stolen (More likely by police. Yeah, we live in remarkable country.),  overwhelmed by different other important duties.
But! I don’t feel exhausted, tired a bit, but not exhausted, on the contrary highly motivated and eager to live, work and create!

Of course, there wouldn’t be New Year release, but I’ll try to cut day or two on holidays for FFHtR and add few hours per week for this project, when everything would stabilize a bit.

Dec 5, 2012

NPC walking all over the town. They are not selecting just any random place.
They selecting one of city special locations: home, inn, shop.

What to do:
Inns and other, social places should have priority for NPC.
They should return home, from time to time and stay there.
They should "socialize" with other NPC. Talking with shopkeepers,
rumors etc.

Dec 4, 2012

Good! This is two clothier shops:
Elegance Mantle and Soft Parka Emporium,
and Fine Cape and Custom-tailored Hat Store.
They have some furniture. Maybe, it need some wardrobes, desc etc.
Living room would be at the basement.


Dec 3, 2012

 I have entered first shop in random town, weaponsmith and made few deals with owner.
It doesn't have furniture yet:


Nov 30, 2012

Game detects when player enters different places at local map and show message. Also, it remembers such places. (dungeon places of interest, households, shops, inns etc) It would be very important for future development.


Nov 29, 2012

hamlet

As I promised, I have begun hamlets.
This is the backbone of future hamlet:

Game would create list, something like this:
Town-hall  1;
Cobbler   1;
Guard post 2;
draw-well 2;
Smith 1;
Clothier 1;
Armourer 1;
Statue 2;

etc
And it would be adding everything according to this list.

Nov 28, 2012

Work continues!
You wouldn't meet neither old professions, nor factions.

Here is new type of band leader.


Also, I made all factions friendly to player. I need to test game generator somehow! ^_^
And this bandit gave me quest!


Nov 11, 2012

Nov 6, 2012

We made dormitory, kitchen, armoury, smithy, warehouse in outlaw camp.
So, we need boss room generator and tune creature generator, it should level up creatures scaling them to danger level of region.


Nov 1, 2012

Working on bandits sites.
They would be very different, based on outlaw band power.
Simplest band has poor camps, no buildings.
Powerful bands have bigger camps, some sort of fort.
Different buildings, like dormitory, kitchen, warehouse, boss room, armory etc

I think I have work for day or two, then I'll start towns.

Oct 31, 2012

Every type of global map encounter should be very special.
So bandit camp would look like bandit camps, towns would be towns, demons altars and portals.. well, you got the point. =)

Also, prepare for Big and Tall enemies! (items too. =)  )

It isn't multi-tile enemy. It is just tall, like tree, but I keep in mind multi-tile monsters, like dragons, don't afraid =) and, they looks like real possibility (in future, we have more dare need to fulfill).

Oct 30, 2012

Fresh screenshot, note creature name.

I think, that you are waiting progress reports from me.
Here you go:
You wouldn't meet old styled factions anymore,
map generator would do all the job.







Oct 29, 2012

Game Design


Brainstorming FFHtR game design shows lot of flaw in FFHtR game design. Well, it is not right, FFHtR flaws in game design was obvious for everyone, who played  it. I have understand lack of game designer skill. My skill, of course.
It is funny that I didn't understand that before as it happened with coding.
OK, a bit of history, when I have started FFHtR, I wasn't coding for years and all my previously coded game were crude etc.Doubtlessly, my skills, both programming and game designing were rusty and fitted stone age.
Unpleasant experience with my own code, showed that I should learn and learn a lot to increase performance, create better GUI, learn how to do something, and what I should never do, programming such big and complex program as roguelike.
Happy, I succeeded, of course, I didn't become super programmer, but now FFHtR has reasonable performance and adequate interface (of course, there is always way to make it better, but is is always so).
So, when most of technical problems has gone, mostly, it showed that FFHtR ridiculously not funny!
I was thinking about feature (you can read this in the blog),  more features, changing features, but, damn, I was one that guys who didn't understand, until now, that game design is real skill, and it should be trained, learned and mastered. You should learn and toil, read books and work, etc.
Same like programming, isn't it? At end of all, I understand that!

Oct 26, 2012

I am hiding in a shell for while.
Game Design always was the weak spot of FFHtR.
We should make it "no more". =)

Oct 18, 2012

I can report that I have fixed talk and trade menus, so, you can do this without risk to break up your eyes.
FFHtR was a bit frustrating on start. Global map, strange objects, unknown stats, perks etc
So, I am working on three directions in on time:
1. gameplay, base development, fighting etc
2. interface glitches.
3. tutorial and simplification of game start.

About part 3. You would start at your home base and would see first time msg, it would tell you to speak with your butler.
Your butler would guide about basics.

Oct 8, 2012

We have returned dungeons to game.
So, you can explore location and you can find dungeon or other place to explore there.
Interesting places marked on global map (it is temporary marked as tower, house of stonehenge).



Then, you should find it on local map: (a bit empty building now)

And then, explore dungeon (for example maze):



Well, our next goal is to add some quests for such dungeons.

Oct 4, 2012

And Skills screen:


So, I can return global map conquer routine.
GoodSir advised me to work with Character information screen, so this is the result:


I'll make skill screen just the same.

Oct 2, 2012

>So, FFHtR 0.1 would be released next week and I'll post about development.
Ha, ha, ha!!!
 I was so optimistic!

My friends, we working on 0.1 and working hard, but damn, it is really big piece of pie we tried to get!

XVs just sent me good report about fails in FFHtR right now, honestly, there are lot of issues, some of them small, some of them big, but they are here!
Also, there issues I keep in mind!
So, we have to work more, not just a little bit more, but it is a big goal.

I forget about posting progress, so forget lot of fixes I did.
I'll try to keep them going.

For example, PsiWeapon made great font for FFHtR, we didn't use this, because it was impossible.
Now, I have fixed fonts and now they look good, so, I put his font into game and FFHtR has its own font, but not "borrowed" =) from DF.
Take a look:


As you can see, we put important information in front of unimportant and it is highlighted.

Also, I have fixed seasons for new global map type and forests, mountains etc It was a real mess! This code nearly turn me berserk, but I survived and finished it!

Sep 29, 2012

Fixed good portion of balance defects.
You wouldn't found dozen of mighty golems near starting location, just weak creatures.
Also, I changed equipment generation for monsters.
Only Hero monsters  would have equipment of fair and better quality, also very weak NPC would have really crude items, like stone weapons and only soft armour.

Plus, I have fixed world generator, it works about 10 times faster.

Sep 28, 2012

OK, we are working on current gameplay features and content. It should stimulate player to explore map.

For example, every map sector would have special chest, it would be closed, until player defeat enemy at this location.



This chests would have different cool and uncial loot (like permanent stat boost items), so fighting mere wolfs would be profitable.
 
Also, funny defect, I sent tree to my faction hoard. =)

 

Sep 21, 2012

We have missed ARRP.
I can tell you why, FFHtR isn't ready yet, too raw.
Also, I was overhelmed by IRL problems.

So, FFHtR 0.1 would be released next week and I'll post about development.

 

Sep 14, 2012

2 days left

I was lost IRL for few days! But don't afraide, we are working like made, I'll code day and night, if needed.

Sep 12, 2012

4 days left

My good friends.
This blog has small number of visitors, but from all of the world.
I want to say, that we really appreciate your attention to our humble work.

Second, I want to tell you about all members of our team.
First of all, I wanna tell you about GoodSir, he helped me and FFHtR very mach.
He was the guy, who didn't allow me to cancel work of this game twice and, he showed me the path of enchantments for gameplay, that made FFHtR not that boring (it IS boring, but would fix that, we got a plan, ke ke ke ke!). 
So, he is in not only pixel artist, but number one guy here!

PsiWeapon was the second guy who joined us permanently. Pixelartist of GodSkill, no exception. You can see his art in the game, creatures, tiles. I pray, I would code the game worthier of his skill.
He left roguelike development for a bit of time, but I wish, he would return. Roguelike world needs him!

And the last guy, who joined us was Tiles. He made dozen of icons of divine loveliness. They would be realized at ARRP. He just joined us, but already showed us his mythical performance. And I think, he would join us at idea sector too, Hey, Tails, I am speaking to you, pal!

Of course, I don't forget guys, who made contribution to FFHtR.
Toth for his wolfs, S`zereth for his art screens, Unhappy, Kipar and all our good fellas from RLGclub!
Anfier especially, for his great algorithms.
Afoninv, Deon and all brothers from Civilization forum.
Thax for playing game, sending reports.
Thanx for your help, for your PMs, kind and angry words, helpful ideas.
 We are working for you only and we love you, you should know that!

Sep 10, 2012

6-5 days left

Day six was my holiday, spent it with my friends.
Day five. Ohh, guild, requests, everything I have described,  but now have to implement.
Also, cleanup, tweaking, fixing interface glitches, dozen of them.
Well, I have few days left...

Sep 7, 2012

Also, your gameplay goal would be to capture all Erebus, but the way how you are doing this is completely "sandbox".

We have changed global map, now on, all global tiles are bigger and you can see important information about this region.
Your faction owns only one region at the beginning of the game.
For example, you decided to secure nearby location, because it would grant your homebase some nice features, for example, metacrafters guild merchants can set up a shop there or you want just got fame, gold and adventure.
You move cursor over this location and your band of adventures travels there (or your lone self, if you are oldschool rogueliker =) ) When you enter the location, you would automatically got capture quest "kill all enemies" and "defeat local leader".
You would got fame, gold or some items for finishing this quests. Also, local region, wold be marked as your.
Of course, we plan some types of "capture" quests, for example, do job for local leader and got the control, but "old good brute force solution" should be always possible. =)

07 days left

One week before the day D.

First of all, log screen and other fonts were finished (except for one strange "green font" bug).
As you can see, it looks really better now:


Sep 6, 2012

08 days

I am working on global map gameplay enchantment,
but already fixed font a bit, now it looks better and don't annoy player.

Sep 5, 2012

09 days left

Oh.. Boys and girls, It looks like we found the way to make FFHtR alive.
We are working hard.
Details? Later! I don't want to spoil good, I wish, surprise.

Sep 4, 2012

10 days left

We should be realistic.
5 days for old features, 5 days for new features.

It looks like your followers now listen your commands.

Current work? Check that post:
http://ffhtr.blogspot.com/2012/03/combat-control.html
Yep, combat actions, I added lot of features and left them half done.
Now, I am putting myself together and steamrolling them to the end, one by one. It is boring, hard, buged, but it should be done!
 

Sep 3, 2012

11 days left

Finalizing previously announced and  half done features.
For example: followers commands;
We have tons of work to be done.

Sep 2, 2012

12 days left

Spent weekend with my friend at countryside. That was great, feel really refreshed!
About development, It looks like it is enough new features for 0.1, we have 11 day to finish then.
It looks like I can do this, if wouldn't be lazy =)

GoodSir and Tails send me new portion of tiles, help icons and followers commands.
It  looks really cool! I'll drop screenshot tomorrow!


Sep 1, 2012

Polishing roleplay and character growth.


13 days left

Well, well, well! I found, that dodging calculations were based on moons weather. Fixed that!
Also, GoodSir advised me to review skill gains and leveling mechanisms.
I checked them and enchanted them greatly. There is no need to play 100 hundred years to rise your skill up to 50, ha ha!

Also, I returned level system. Upon gaining specified number of skill gains you would got level.
Every time you got level, you would be able to select, lets name them perk. They would grand special abilities for your character, sometimes skills an attributes. So, it would be interesting for player to rise his character.

I'll try to finish all this today and then, return to 0.1 schedule.

Tail, our new pixelartist, coherently making and improving cool help icons. They would be really helpful, when you start your game!

Aug 31, 2012

14 days left

Two weeks until ARRP. So, we have to concentrate on the most important issues of FFHtR.
Today, I was working on global map adding lot of different objects.
As I wrote before, we have cool BearLib build in FFHtR. So, the time has come to use its Map Generator seriously. So, you can explore caves, ruins, labyrinths, forests etc.
Also, I managed to fix annoying bug, so you can recruit wannabe adventurers.
Player would lose fame, if his/her follower dies.

We have to push forward and adhere to schedule of development.


Aug 30, 2012

Damn!
Two nasty bugs!
They should be fixed or game would be unplayable.
The most unpleasant, well, they born years ago, and showed themselves only now!!!! 

15 days left

First of all, good news! New pixelartist joined our team!

Used teleportation rune and stolen campfire from dungeon.
Added it to my home, so I can use it to fry food.
But, teleportation rune has some bug to fix.

Implemented PC fame.
He don't want to join us!

Added wannabe heroes, joining your faction.





 

Fixed very rare, but unpleasant freeze bug.

Plans for today: add fame gains/ loses for PC, fix teleportation bug and upgrade map generator a bit.


Aug 28, 2012

16 days left

Global map generator need some polishing and more objects to be ready for 0.1
NPC AI has some glitch, so, they can lose you. I think I'll keep it for enemies, so PC can outrun them, but would fix it for followers only.

GoodSir noted me some interface issues, so I fied them for good.

Also, money moved to special resource panel in upper left part of the screen.
One of the your goals would be collecting and spending resources.
Coins, Fame, Materials.

Coins, it is easy, well know money resource. It doesn't need lot of explanation.
Fame - new resource in FFHtR. You would gain fame by defeating sites bosses (for example in wolf cave - it would be direwolf), securing locations (killing all enemies there), completing quests. You can lose fame - losing your followers, failing quests. You can spent your fame - for recruiting wannabe adventures(they work for free, but cost you fame). Your fame level determines some rooms you can build, followers you can hire etc.
Material - We don't have complete list of this material, yet. They would be used for construction of your house, producing different items by you or your followers. You can buy them, find in the different locations, you explore (teleporting it by runes, or sending forages, when location secured), setting up camp and caravans (not in 0.1).

Plan for today.
Finish this teleportation runes! Fix AI glitch, Fame basics.

Aug 27, 2012

17 days left

I took a break from local map features and returned to global map.
It was my main fault in previous version, extremal concentrations on small features, but completely funless global map.

Future gamepame would need bigger map with lot of locations to explore, scaled danger level of zones etc.
So, I got a plan.I'll not make a mistake starting with technical features, like fractal landscape etc.
Maybe we would add this, but later, first of all, we need map to explore.
Generator would create big empty map, limited by mountains, add trees, lakes, mountains, etc.
 Then It would cut map on zones,  scale them by danger level and place locations.
After that, it would place players home in on this zones with low danger level.
Of course, it should be possible for hardcore players to start in difficult region.
It is small plan, but enough for 0.1.


Game works with merchant well enough. They come to your home and leave your home (This is basic routines for every visitor in your home).
I'll take a break and add teleportation runes, I wrote before.
 
So, next visitors:
* Wannabe adventurers. Low level potential followers, they would join you for free, if you have enough fame * Sturdy freelancers, they would want money for there work.

After that, I think I should work with global map generator.



Good, Merchants are ready to visit you, but they need special place in your home base to stay.
It version 0.1 you would have all your base upgrades preinstalled for free as a test of new gameplay.
Later on, you should pay in gold and meet different requirements for every special location in your house.
For example merchants guild would allow you to open merchants hall when your house would be Average House wealth level and for 2000 coins.



I am placing merchants hall token to the homebase, as you can see, walls prohibits this.

And here, troll merchant and his trusty chest generated where they should. They could be generated at the entrance, and walk there themselves, for example. I didn`t decide yet.




Aug 26, 2012

18 days left

Traveling merchants were the most difficult to create and the most interesting. So, I started them first.
Game created merchant, his chest and placed them into the map. I traded some items with them, worked well.
Then I attacked and killed merchant and his chest and looted remains. Frankly, it was too easy, merchant and chest would have guards and become stronger.

    Yes, yes, yes. Sapient pearwood chest is biting. :)

I have started mercenaries and traveling merchants. They would be visiting your home.
Well, there is no troubles with mercenaries, but traveling merchants has one potential problem - goods container.

Realistic game mechanics, damn it, don't allow to keep goods somewhere in outer space, whiteout dirty hacks (something like your faction hoard, but we have to do this. But I'll fix it dding special hoard chests).
It isn't real problem with static merchants, heave armored chest in the corner and no problems, but traveling one? They must curry goods with them. Link goods container to backpacks, pfff. nonsense, they can't hold big objects. Add super backpacks for merchants? Nope, it is dirty hack and also, they would be hunted down by player for this bags.
Maybe special porters? Or animals?
Ha! I got it!
Traveling merchants would be accompanied by walking chests, maybe from Sapient pearwood. =)
If killed they would leave chest with goods, also, as creature they would be following merchant and fiercely protecting him! And, this idea fits game mechanics very well!

20-19 days left

OK. I spent yesterday tweaking AI for new group actions. Oh, well, it gave me hell of a fight!
Well, It easy to code nice AI for roguelike, but a bit harder to don't allow it to clutter your computer with calculations.
You wanna report? It is done, your character isn't the center of the NPC universe, they are fighting each other with cheer.
Your follower don't stay passively, but rush into fight! Of course, I have to allow to order them passive behavior and running in fear.

This AI upgrade was important for declared NPC (merchants, mercenaries etc ) at your home base. Because they need more independence from PC.
Now, my hand are free to do this.

Also, your followers start speaking. Right now, they are reporting wounds. Later on, NPC would be talkactive.

Aug 24, 2012

21 days left

OMG, OMG, OMG!!! 20 days letf!
Working on your home base. Help icons, glitches. All this thinks eats lo of time!
As a bonus, added name selection for your home base, based on value of furniture.
Well, you need great collection of valuables for better status. =)


For today:
Don't forget different titles for guild master. Lord/ Lady, you got it.
Visitors, mercenaries and merchants at your home base and teleportation runes.

Aug 23, 2012

You can add/remove walls and doors at your home.
Move items around, move them to your faction hoard etc

Also, fixed all bug with (Global Map --> Local map --> Global Map) travels.
Game stopped cloning your followers, switching you to other creature, freezing etc.

Also, your character would need some way to transfer items to your home.
It wouldn't be real problem, if you are buying them, they would be transfered directly to hoard.
But if you found cool statue in the dungeon?
You can buy special runes, they would move nearly any item into your hoard, so you can move it into your home. And of course, this runes wouldn't be cheap.
Of course, moving not empty containers would be a bit of cheat (you can put lot of items into chest and teleport it), so only single items could be transfered.




22 days left

Began home of your hero and his base of operations.
You can turn constructor mode, when you are at local map and rework your home as you wish.
Rebuild walls, doors.
Set tokens for your minions, and furniture.
For example, you can bring anvil to your home and set up a forge.
Also, you can change tileset for your home in one click:






Aug 22, 2012

Ok. You can access faction inventory from global map.
Open inventory of your followers on global and local map, change equipment.
Well, there are some glitches, because skill training, backfire from healing potions goes to PC only and should be fixed.

Next step, your faction base and more command for your followers.

23 days left


My avatar(1) giving order to my lizardnan minion (2) to attack (3) wolfling (4).
Icons would be changed from my madskills to normal, made by GoodSir.
Meat chunks are remains of my second minion, ripped by trap.


Next, access to followers inventory.
I decided to make faction inventory, you can access from global map. It would be better then different inventories for every group.



Aug 21, 2012

Bugs, bugs, bugs. Tons of them.

After command work on local map, I'll start "home base" gameplay.
Hoard, minions quarters etc.

24 days left


Good, my Lizardman minion followed me into wolfs caves and protected me.

Plan for today:
1. Minions use healing potions.
2. Additional orders for Minions.
and of course, minions should  follow PC from local map to global map.

PS
Your followers doesn't gain skill now, but it would be done, of course.

Aug 20, 2012

25 days left

As you can see,your minion exploring Map and sending you reports.
It means:
* You play as PC and can issue order (form groups and send them) to AI minions.
* Ai explores map, until you you order them something else.

Also, fixed unpleasant typo bug. it was removing all creatures from global map after save/load.

Plan for today:
* Allow minions to follow you in combat at local map (they would use dolls algorithms).

Aug 19, 2012

2012 ARRP

We have 27 days until ARRP 2012, so I start countdown timer with every day report about game development progress.

Aug 17, 2012

OK.
We had to last decision about gameplay.
1) You play as faction leader on local map.
Of course, it is a bit strange, when great %LEADER_NAME% fights monsters and finding treasures, but it works well in a lot of games
2) You don't play as your NPC minions on local map.
3) You give basic orders to your minions.
4) Minions spent more then one turn to accomplish missions.
5) Minions would sent you reports about results every turn
6) Important missions you can do yourself(don't forget, it is roguelike game). For example, you sent your minion on scout mission. Minion sent you report "Lord! I found cave with spiders and cool sword there!". You travel there and retrieve sword, killing wolfs.

Aug 13, 2012


Well, well, well.
Current goal isn't really easy,I can say, it is hard.

Made action report screen, game would show you detailed report about current action and would add it to game log.

Searched town for hidden objects and found criminal den. You would found everything with 100% effectiveness for now.

So, I should add "visit %CITY_NAME% site.", for example this criminal den.
We are working on basics for now, so, game would create empty  field and would add creatures, based on site population setting and other %CITY% sites (fro example, if %CITY% has temple, priest can spawn, even at criminal den map, etc). Later on, I would add different presets for sites, but now we need basics, only basics!


Aug 2, 2012

Socialization.


Yes, of course. FFHtR would need more interaction or even teamwork with NPC. Of course, I should enchant AI for group tactics, but, also, Player should speak, recruit, bribe, blackmail, deceive etc NPC.
So, we need some interaction system for NPC.
I don't want to invent something new, so, all NPC would have eight variables of vice and virtues.
So, seduction of some scum, like thiefs, bandits, maniacs to serve Evil would be relatively easy, and so on.

Aug 1, 2012

I stopped drinking coffee, so got some troubles with my activity.
Then, I have  recovered and returned to work.
15-16 of September is ARRP 2012 release date, I should finish 0.1 up to this time.

Some upcoming information:
Settlements (Global objects with population) would have grade, based on population size.
It would modify difficulty and possible actions (along with flags) for player.

*  It would be harder to conceal your actions in small settlements (hamlets, villages), because, most of the people in such settlements know each other, from other hand, they would generate less heat, because of small population to spread gossip.
*  It would be somewhat easy to find hideout in the big city, but from other hand. Big cites would have temples, mages, lot of guards etc.
*  Bigger groups would get more attention from guards, citizens etc. So, you shouldn't send more servants on a mission, then it needed.

Jul 24, 2012

Added first town to the map.
They would have:
* Population, (if you got influence on this map object, you would get percentage of world population under your power).
* Heat (It means, disturbance, fear etc from your action in this map object. For Example heat = 0 (calm) you will meet 2 sleeping guards at the gates, heat = 30 2-4 observant guard with support of local priest, heat = 100. dozen of guards, few priests and military alarm squad etc).
* Corruption. (Rather complicated variable. It means, how close population of this map object to evil, cruel, malicious they are. Playing as Ashed Wail you should increase it, as Order from Heaven keep it on the leash).

Then, map objects with population would have flags:
* WALLS. you should pass gates to enter this place.
* MARKET. you can barter here.

Location flags. Different locations would provide you with different creatures to hire, danger level etc.
For example in DOCKS you can find ship crewmen, suspicious persons, dock  workers etc

And the last one, I'll do everything based on text messages, then, if some gameplay feature would be useful I'll try to turn it into roguelike.

Jul 23, 2012

Send heroes band to explore cave (it has one active member - PC), entered it, explored and run away.
Successfully returned to global map. There few issues, but they aren't look to nasty.

I was thinking about resources, I mean access to resources.
From one hand, magic inventory for every creature at your command isn't very interesting, from another hand, lot of separated spots with resources would bring tons of useless micromanagement, remember old cool game "Emperor of Fading Suns".
I'll made it this way: all resources you creatures would get, would come into "magic inventory" when they are located in one of your camps. It means, you would lose resources if lose camp, but from other hand, you wouldn't have all that micromanagement.

Jul 21, 2012

Got some troubles implementing local game into global game stream. It wasn't possible to play one mode inside another, they were switching.
But I found the how to fix this, without rewriting lot of code. This is my main strategy now, I have bulk of debuged  code and it would be unwise to rewrite it. 

Jul 20, 2012

Hmm... you know, boys and girls, I start liking the game we are making.
It is just a little egg of future game, but I like it, wish you would too.
I was fighting against bug, who didn't allow game to create dungeons for exploration on fly.
And I won! It means, that map world generation would be really fast and dungeons  would be generated if needed (So, we need some fixes for historical figures and encounters, but it wouldn't be real problem).
Also, it would allow to add new map sites during game.

Today, finished global objects for exploration (special zones, you can visit for classical roguelike experience).
Ordered Avatars group to explore cave and pressed end of turn.
Game found scheduled exploration and prepared dungeon.
Today I'll finish exploration.
Right now, your exploration radius aren't limited, later, you should make new camps, hideouts and gather supplies.


Jul 18, 2012


So, here is first step.
What we can see here:

  • Creatures doesn't travel on global map as single creatures, but bands or groups (creatures can travel on global map as creatures itself, maybe some epic monsters, like dragons or major daemons would do this).
  • Player has base of operations, named field camp (marked as creature icon on the map).
  • You can move cursor over the map and select you groups action for next turn, of course, this operations should be in access range of your group.
  • When you gave orders and press 'turn' key, all actions would be done and you would take required actions and make decisions. For example, if you selected 'explore %MAP_OBJECT%'. You would be moved to local map and your group would explore this.

Jul 17, 2012

0.1 version would be a bit messy and disordered. It is ok. The main goal is to create basic interface for orders, new generator options and world interrelations.

And yes, FFHtR would move a bit to strategy game, but only at global map.
Also, I think that at the beginning of the game you would have more roguelike experience and later, when your Avatar would grown tough, you  would get more strategic gameplay.
 I am not sure, that it would be possible to implement in 0.1, but I'll put it into todo list.
So. I promised to tell you our plans for ARRP 2012 (ver. 0.1).
I'll write potential release in brackets.
Local game would be literally untouched, most change would occur on global map.

First of all, you would start as harbinger of Hell, mortal child of Agare. Your main goal to ensure fall of mortal realm (not Armageddon! You should seize Erebus for your Master, not destroy it!).
You would have different ways to do this.


  • Your character would be able to gain followers, they would assist you in local map combat and help you making plots and performing tasks.
  • On global map you would be managing bands of creature. Your Avatar would be always leader of your first(main) group.
  • Some follower can be appointed to your lieutenants, so they would form there own bands and perform tasks. (I' am not sure, should player have direct control of local map actions for such groups or not). Maybe, they would not be full functioning bands like first one, but just single task agents, I am not sure.
  • Global map would be turned based.
  • When performing you turn, you issue orders for your bands and agents. After pressing "end of turn", they would perform tasks.
  • For example: Explore dungeon, Perform blood rituals, desecrating tombs etc. If this action (exploring dungeon, for ex.) would have local map action. Local map would be opened and you will play standard roguelike, until done.
  • For first version, you would have one way to achieve your goal increase total corruption of world and spread Ashened Wail. Later on, you have more actions, open hell gates, fight angels etc.
  • First version wouldn't have AI band on global map, fighting you.
  • Idea of global map objects would change. They would have population, corruption, religion etc ratings, also, they would be different types. (For example cites, hamlets, graveyard, lairs etc). (For 0.1 we would add 2-3 types, not more).
  • Different map objects would have different purpose in the game. Cites would be your main goal for corrupting actions, but all actions would generate more heat. Cave or lairs, would be more classical roguelike objects.
  • Cites and hamlets wouldn't be pregenerated, it would drain lot of time and doesn't give a lot, in perspective of game play. If some local map action would occur in them, special map would be generated for this.
  • You would need different bases of operations, if want to succeed. It means, you can't just move over the map, but must create a lair or base and then, take some actions. For example: You should organize hidden cults in uncorrupted cites or open Temples of Wail in corrupted one etc. 

Well, it is a bit messy, so, if you didn't  understand something, just ask.

Jul 8, 2012

Hello again!
I  have posted this announcement, but didn't do anything. I have lot of things to to do IRL, right now.
But, I'll began 0.1 development today.

Maybe, you are interested about changes. Well, Global Map gameplay would be enhanced greatly.

Jun 24, 2012

Officially announcement:


We have started ARRP work on FFHtR 0.1 "Hell on Erebus".
we have about one month, I think we can do this.

Jun 22, 2012

After three nice releases I gone bored, It is usual.
I wrote before, that there would be couple of sprint releases and then we would hide, until ARRP 2012.

I have mundane coding tasks and It is good to work on them, if you have interesting idea.
It is no problem, I got one.

As I wrote before, I want FFHtR to be close to ELONA, but, of course, with its own  FFH path.
So, I would continue on mundane task, I wrote at dev. page and begun realization of my hidden plan for FFHtR.
It was hidden, because I didn't understand the details, but you can understand main ideas, if you would check all changes during our sprint.
well, what I was speaking about? Yes, I think it is time to present next step of FFHtR transformation, from now on I'll split my dev time on two, mundane tasks and strategical changes.

What it would be?
Well, you would get more gameplay on global map.
 Different motivation for you, as players.
such as goals for your character (you can name them self proclaimed quests ).
Social status for your character. From escaped slave to noble etc
Different possibilities and starting skills.



Jun 21, 2012

I have to do some video memory cleanup, because its needed for comfortable implementation of new interface, GoodSir send me.
Artifacts would have there own quality line,  ancient, epic etc.
It looks like I came to the dead end with there development. I'll put them away for week or two, then continue them again, refreshed.
For this weekend, I'll try to finish race or two, or, maybe I'll try laws and NPC reactions.

Jun 20, 2012

Added one free ancient tablet from the start of the game (I'll remove this later, but it would be in the next release, so you can try it). Decoded this tabled and found dungeon.
So, we need guard for ancient treasure, names for artifacts and language skills. 


Found two freeze bugs (when you try to shoot and don't have weapon and if open char screen).

Jun 18, 2012

0.0.9-3 =============>

Success / Fail:

Success:
+ Windowed mode.

Fail:
- Hidden artifacts of the past.
- Language skills.
- NPC helps PC to decode ancient tablets or teach him ancient languages.
- Quest for Super NPC.
- Sleeping.

Well yes, It was fail.We can't underestimate windowed mode, because it would solve tons of graphical problems, besides, lot of people prefer window over full screen, but it isn't enough.

Of course, it doesn't mean, I didn't even touch items form Fail section, but they are half-done.
OK, lets say, I have reasonable excuse and finalize all this on this week. ^_^

Jun 17, 2012

Ha ha! It was true! It hurts FFHtR development  a bit!
I missed Sunday! Well, Sorry for that, spent most of the week for other pleasures. ^_^

Frankly, I didn't finished what I was writing two post ago, so I'll update current version to 0.0.9-3, today, the most important change would be working window mode.
All half-done features would be turned off, until future Sunday. We have lot of unfinished features, to multiply them.

Jun 15, 2012

Ohh... Boy and girls, if would say that I fall in love, it wouldn't real truth, because, I don't know, for sure, 100% sure.
But, it is god damn, too close!


wish me luck, please! I don't want to eat any more shit, but want us both be really happy!

PS
Don't afraid, it wouldn't hurt FFHtR development.

Jun 14, 2012

Let me share my current progress.
Right now, I am working on sleeping, but I not sure, that we need it this Sunday. At first, we need infrastructure, inns, sleep-bags etc

The most important part of Fifth Sunday release is small random dungeons, bounties and  artefacts of ancient times. What does it mean? Look:
ELONA has cool, completely random and temporary dungeons on  the map, of course it is nice idea and I'll add them, but for next release it would be like this:
1. Game would be creating totally  random, small dungeons (about 4-6 rooms, only one floor. Also, I think I'll make current dungeons a bit smaller too.). This dungeons would have some main theme, for example: Lair of super NPC, hidden place for ancient artefact etc
2. Such  dungeons would be created from time to time around the world, but would retain hidden, until you will find them. Looking for good bounty.
3. Artefact dungeons would be different. You would be able to find some record, for example "Patrian tablet". Successfully decoded, it would provide you some odd secrets. For example: In the Age of Magic renowned mage created %artefact type% of enormous power, named %artefact name%. It was hidden in the cave %Cave Name%. 
And, It would be marked on your Global Map, you can visit this place, defeat mighty guardians and obtain item of true power.
Well, It looks easy, but the better the item, stronger guardians would be, maybe few Hero NPC!
And, the most funny think, ancient writing would be written of forgotten languages (For next release, only on ancient language would e added, Patrian). You should have language skill or pay NPC with such skill (full-fledged pile of coins!) for translation (Librarian NPC should be looked for...).

Yes, of course, It possible to add different languages, in to game, even for speaking, not only writing, but for me, it is real waste of time and totally useless feature , right now.

I am on the half way, right now, there a portion of bugs, so I am working really carefully, but, I think, that it is possible to fulfil all plans, until Fifth Sunday Release.

Jun 13, 2012

Yeehaaa!
FFHtR now has well working window mode! It would solve lot of compatibility problems and satisfy players, who don't like full screen! ^_^

Jun 12, 2012

I have spent  three days off in a small house on the hill, near lake, we were drinking beer, feeding mosquitoes, life was simple and everybody was happy!

I have returned refreshed and full of new ideas and solutions for different issues!

Jun 10, 2012


Hmm. Anybody want ASCII mode?
Updated development and future of FFHtR page.
Of course, I'll add more plans there, later.

After font refactoring, I thought about windowed mode.
I think, that lot of people would use it, because,  sometimes full screen works better, sometimes window. (Also, it could help with "INIT DD" error).
I tried to turn widowed mode on, well, it worked! There are some issues, but I think, that I'll handle them.
Next change, I have set default resolution of the game (in config.cfg)  to 1024x748. It is enough for FFHtR,  because fonts doesn't look like they come through meat grinder. Well, in far far future, we can make different hi-res sets of tilests, but until then, we wouldn't  throwaway our devtime.

I'll add gameplay plans for next version into this post, a bit later.

0.0.9-2 Fourth Sunday release ========>

I like Success / Failed report table, so:

Success:
+ Completely reworked font. (main goal). It is important step in FFHtR development!
+ Player Character would start with only one weapon skill you select. If you want to learn more, you should pay coins. (Minor).
+ Added two more thoughts.
+ You can train skill potential.
+ Six new quests.
+ Fixed suicidal wood cutting. (bug)
+ Food in taverns (minor).
+ Guild marks. (minor)
+ Fixed "can`t use items in inventory bug, again". (bug)
+ Fixed "Vanishing Leader status for historical figures". (bug). But, they still a bit bugged.
+ Tweaked "Historical figures" stat boost. They would be more powerful now.
+ If creature kills players character, it would be promoted to historical figure and got stat boost, be careful with vengeance.
+ Fixed issue, when non greedy characters can get "made money", "spent money" thoughts.(minor bug).
+ Fixed targeting windows. 

Failed:
- Pouring liquids.
- Quests fir liquids (For example, bring me good wine, etc).
- Sommelier skill mods quality of found drinks and food.

So, as you can see Success/Failed rate is really good.
I didn't want to finish liquids, because it is a bit boring, but I'll do this, sooner or later.
Sommelier skill modification is really simple, I just forget about it.

Of course, I'll post plans for next release in hour or two.

Jun 8, 2012

Preliminary report about forth Sunday release.

0.0.9-2 wouldn't bring new features, but would fix and expand existing.
Consider this release as technical patch.

Results:
+ Completely reworked font. (main goal). It is important step in FFHtR development!
+ Player Character would start with only one weapon skill you select. If you want to learn more, you should pay coins. (Minor).
+ Added two more thoughts.
+ You can train skill potential.
+ Portion of new quests.
+ Fixed suicidal wood cutting. (bug)
+ Food in taverns (minor).
+ Guild marks. (minor)
+ Fixed "can`t use items in inventory bug, again". (bug)
+ Fixed "Vanishing Leader status for historical figures". (bug). But, they still a bit bugged.
+ Tweaked "Historical figures" stat boost. They would be more powerful now.
+ If creature kills players character, it would be promoted to historical figure and got stat boost, be careful with vengeance.
+ Fixed issue, when non greedy characters can get "made money", "spent money" thoughts.(minor bug).


Of course, I have something to add and fix, until tomorrow. 
I think, it is time to update screenshot section. 
Hmm, next post would be 100 in 2012! It should be release post, I am sure!
Ha, ha, ha! I want to share one more funny bug with you!
Well, I am working on quests. You know, I am adding completely different quests, for example, I made "bring food" quest, it is easy to make +10 quests "bring me something", using this code, and of course, I'll do this, but I should add more basics before this. 
Also, I'll add time limits for most of the quests.
Well then, bug! I working on standard "deliver someone this item", yes, yes, yes, it is not heartbreaking quest of the century, but let them be in the game. ^_^
Because of one bug, Game doesn't clear results of the method (yes, of course, I fixed it), if nothing appropriate could be found, game can offer you some ridiculous delivers, like this: ^_^



Jun 6, 2012

Font refactoing... Done!
One of the most criticized flaws of FFHtR has been fixed for good.
I started rewriting development and future of FFHtR page, but it would take time.
Also, as you noticed, every time you refuse to take quest, new one generated. It would be so, until we would make good potion of quests and test them. After that, quests would be static and would be changing once per, for example, 10 game days.

Today changes:
+ Player Character would start with only one weapon skill you select. If you want to learn more, you should pay coins.
+ Added two more thoughts.
+ You can train skill potential. (In this release, look for Adventurers guild taskmaster).
+ Nearly finished font update. Of course , it messed up all over the game, so I have to finish some clean up, but, at end of all, it looks better and takes less space.
Colour changed when I transformed it to PNG, but I really want to sleep, let it be.

Seceded bounties, they need better historical figures routines.



Jun 5, 2012

* Found, why cutting trees were suicidal. It took extremely long time to do this, so character would die from hunger. Also, fixed it a bit.
* Your character can buy food in taverns, but not as items, but just satiation.
* Guild marks.
* Fixed "can`t use items in inventory bug, again".
* Fixed "Vanishing Leader status for historical figures".
     giant_Diresnake  known as Burning Fang.
     Local leader of serpents at Snake_cave.
     giant_Diresnake alife and healthy.

* Tweaked "Historical figures" stat boost. They would be more powerful now.
* If creature kills players character, it would be promoted to historical figure and got stat boost, be careful with vengeance. 

I think, that player would start with 2-3 bandages and you can get them really easer.

Jun 4, 2012

My plans for the new version

Well, i'm still on the GUI creation stage.

Main panel is finished, but we are still not 100% sure how to scale the UI for the different screen resolutions.

Also, a lot of secondary GUI elements need to be created/recreated:
- Side info panel
- Minimap
- "Take" panel
- Aim panel
- Menu panel
- Game over panel
- Main menu window
- Character creation window
- Inventory window
- Character info/skills/abilities/spells window

I'm happy that i've found a cool art style for the GUI, now i just need to stick with it when creating all other elements.

Plans for new version

Yesterday, I didn't programmed anything, but collected my thoughts and planed future development.
I have noted, that sometimes I have cool ideas, but usually I forget them, before it come to coding, so I take my notebook (paper one) with me, and making notes about every interesting idea.

I write down some plans: every release plan, next release plan and far future plans. 
Also, I think, I would change version numeration method, I remembered Toady One dev. page and thought, that it is really cools as planing instrument.
Versions would ave such numbers(For Example): 1.2.3
When:
1 - Current major goal.
2 - Release goal.
3 - Release versions and patches.


I'll put important notes from my notebook to dev page, as soon as I would be writing them and planing.

Here is my notebook notes for next version:
Every release (something I would be checking every release).
1-2 thoughts (we can have positive/ negative thoughts for quests, for example!).
1-2 enchantments (The more, the better).
0-1 item.
0-1 quest.

Next version only (+ unfinished from last release):
* (major) Skill trainers (they would be training potential).
* (major) Bounties.
* (bug) Local leaders gone!
* (bug) wood cutting is suicidal!

* (minor) Gifts from guild would have guild mark.
* (major) bleeding.
* (major) pain.
* (major) NPC fleeing.
* Additional help, inventory check.
* (major) Considerably more quests and quests description.
* Finish font transformation. It would be important step!


PS
Well, I should write third part of promises, too. ^_^

Jun 3, 2012

0.0.9 Third Sunday Release ====>

I didn't believe that, but we managed to do three sprint releases this far.
Here is the Third One!
Usually  I am writing - "we didn't do everything we planed"(lack of time), but now, I'll just write success/ fail tables.

Scheduled tasks

Success:
+ New quest interface and mechanism. (main goal)
+ Two quests, bring food and kill creature from nearby enemy site.
+ Targeting your foes limbs etc.  (Press SHIFT to turn Targeting mode on.)
+ Skill progress limiting skill gain.
+ New faction organization.
+ Character can join factions and guild (Adventurers guild for this release).
+ Faction can present additional gifts to character. One free when you join and then, based on your fame in guild. (In this release, check Adventurers Guild quartermaster).
+ New log and doll interface.
+ Font calibrations. (to be continued).
+ Fixed "random encounters" bug.

Failed:
- Guild trainers.
- Bounties.
- Few quests. Two quest types isn't enough, even for beginning.
- Few bugs were not hunted down.

Well then, comparing success/ failed I think we can name third release satisfying.
I'll complete Failed section and then announce 0.1(!) version.


Jun 2, 2012

Ok. This is final for 0.0.9.


There are some issues, I'll fix them at 0.1.0

Font troubles

GONE!

Yes! I got lot of complaints about font. It is ugly.
It roots in grid of game sprites, font should be 1/4 of game grid, of course it making font deformed and ugly.
But! Thanx to GoodSir, we implemented new interface with windows, so I was made to create new font output mechanism based on real pixel coordinates, rather then console coordinates.

So, the time has come to fix this "font problem", yesterday, I got enlightenment, how to do this and...
did it!
Game would have different fonts for different situations. Smaller for game log, bigger for windows, funny looking for game menus. etc.
Of course, it has lot of issues, should be polished and implemented into all game (I added it to gamelog only, for now). I'll do this in 0.1.0 release. 0.0.9 is quest release, but it would be!


Jun 1, 2012

Good. One more quest type to the collection, kill creature of one type from nearby enemy site.
Later on, I add nice descriptions for all quests, like "Vile monster from %SITE_NAME% are realy disturbance for our peaceful %SITE_NAME%. Kill all of them and let the peace and prosper last forever!" etc ^_^

Also, I spent about halve of hour and added targeting to combat control. You should press SHIFT + Direction key to open this menu.
It is really easer to play right now, when you can target unarmored or critical parts of your foes.
All special strikes would e placed to this interface.    




PS
And small fun bug screenshot:
I forget to add NO_QUALITY flag for some food, such as fish and it leads to this masterfully crafted fish with pictures! It is good, that it isn't made from bronze or stone. ^_^