Added screenshot to specified section of the blog, yes I have found how to this!
It was mentioned by visitors, that devblog needs "about" section, and also, I'll make development section with planed - in progress - done features of upcoming version, so you can monitor development.
Feb 27, 2012
Feb 26, 2012
There is something to report.
I found, that ladders doesn't work, well, you can use them to go up or down, but can't step on them, once you left it.
It was result of older map unit methods, frankly, there were two of them, doubling different functions and bringing disorder.
The main reason, I left old methods were doors. Doors were map units and had strange open/ close methods, better described like "dirty hack". Fixing it, would make me to fix lot of issues, but also would give some possibilities.
So, I put myself together and removed one of the map unit control method (old one), removed doors from map units, they are now different type of stand alone units, iterations with them wouldn't touch the map.
As I mentioned before, It gave me different possibilities, so now, door can be locked, picklocked, bashed and have traps.
So, when you meet locked door you can lockpick it, if you know how or knock it down, but break open would 100% trigger trap, alarm nearby creatures and drain you food timer.
Yes, of course, traps are coming, it means new skill for trap detection etc.
I should admit, that hidden door are also possible, but right now they would be too easy to find, because of 3/4 tileset, we should find the solution.
Also, I found issue of ladder bug for some unknown reason, they got wall pattern, so they were blocking creatures to walk on there tiles.
There is small issue, that new doors are transparent, but I found way how to fix it, without adding additional if check to FOV calculations.
As a gameplay addition, Amuretis and Calabim factions would leave playable faction list, again ^_^, until done.
0.0.8 would have newcomers lizarman faction of Mazatl and, if I could fix them, The Fay faction, I am not sure for trolls, but faerie would be possible.
* As addition to all this things I created new unit, it would rule global events. Right now, it has only one method - map revalidation for temperature changes, but for the future development it would be important part of gameplay. Game would be stacking different global events and realizing them into game, for example every 10th day, but always when player stays on global map. Sounds really promising for sandbox gameplay.
PS
And yes, I forget about seasons, they are done, it moves temperature zones when cold/ hot months come, would give some interesting features, when temperature would affect gameplay.
I found, that ladders doesn't work, well, you can use them to go up or down, but can't step on them, once you left it.
It was result of older map unit methods, frankly, there were two of them, doubling different functions and bringing disorder.
The main reason, I left old methods were doors. Doors were map units and had strange open/ close methods, better described like "dirty hack". Fixing it, would make me to fix lot of issues, but also would give some possibilities.
So, I put myself together and removed one of the map unit control method (old one), removed doors from map units, they are now different type of stand alone units, iterations with them wouldn't touch the map.
As I mentioned before, It gave me different possibilities, so now, door can be locked, picklocked, bashed and have traps.
So, when you meet locked door you can lockpick it, if you know how or knock it down, but break open would 100% trigger trap, alarm nearby creatures and drain you food timer.
Yes, of course, traps are coming, it means new skill for trap detection etc.
I should admit, that hidden door are also possible, but right now they would be too easy to find, because of 3/4 tileset, we should find the solution.
Also, I found issue of ladder bug for some unknown reason, they got wall pattern, so they were blocking creatures to walk on there tiles.
There is small issue, that new doors are transparent, but I found way how to fix it, without adding additional if check to FOV calculations.
As a gameplay addition, Amuretis and Calabim factions would leave playable faction list, again ^_^, until done.
0.0.8 would have newcomers lizarman faction of Mazatl and, if I could fix them, The Fay faction, I am not sure for trolls, but faerie would be possible.
* As addition to all this things I created new unit, it would rule global events. Right now, it has only one method - map revalidation for temperature changes, but for the future development it would be important part of gameplay. Game would be stacking different global events and realizing them into game, for example every 10th day, but always when player stays on global map. Sounds really promising for sandbox gameplay.
PS
And yes, I forget about seasons, they are done, it moves temperature zones when cold/ hot months come, would give some interesting features, when temperature would affect gameplay.
Feb 24, 2012
First step of weather system has been done.
As you can see on screenshot, map generator made freezing, cold, temperate, warm and hot regions by itself.
Of course, We don't have hot and warm tileset, so I used hell tileset and freezing and cold tileset using same collection of tiles. Also, test map is too small, so we can see both hot and cold poles on one screenshot. Map would have bigger warm and cold regions.
Next move - seasons.
Also, I found issue with food clocks. It is unbalanced on global and local map. It takes about 15 days(!) for character to become hungry on global map, after eating loaf of bread, and dozen of minutes on local map! Funny bug! ^_^
As you can see on screenshot, map generator made freezing, cold, temperate, warm and hot regions by itself.
Of course, We don't have hot and warm tileset, so I used hell tileset and freezing and cold tileset using same collection of tiles. Also, test map is too small, so we can see both hot and cold poles on one screenshot. Map would have bigger warm and cold regions.
Next move - seasons.
Also, I found issue with food clocks. It is unbalanced on global and local map. It takes about 15 days(!) for character to become hungry on global map, after eating loaf of bread, and dozen of minutes on local map! Funny bug! ^_^
Feb 23, 2012
Feb 20, 2012
0.0.8 buglist
(no more updates in this post, moved to dev and future section)
I found, that FFHtR has lot of "bugs in waiting". I would be adding them in to this list, and updating bugfixing:
Active, Fixed.
Door Bug - doors unopenable.
Local maps doesn't use global claster sprite.
Paper doll colors - paper doll using strange colors for wounds.
Wolfs doesn't have front paws.
Random map stopped randomizing sprites.
Animals using misc objects as weapons.
Different elements (poison, air, fire etc) interrelations - right now living creatures can heal from death based potions etc.
Doors stopped changing tileset.
Food. - it has some balance problems. It looks like, it isn't fulfilling enough.
Map validation speed. - its speed wasn't important when It was used once upon map generation, but now, it would be started every month for temperature (seasons) changes, so it needs speed up.
Useful ideas:
Ability to read scrolls from game map.
Different item selection menus would be icon based.
I found, that FFHtR has lot of "bugs in waiting". I would be adding them in to this list, and updating bugfixing:
Active, Fixed.
Door Bug - doors unopenable.
Local maps doesn't use global claster sprite.
Paper doll colors - paper doll using strange colors for wounds.
Wolfs doesn't have front paws.
Random map stopped randomizing sprites.
Animals using misc objects as weapons.
Different elements (poison, air, fire etc) interrelations - right now living creatures can heal from death based potions etc.
Doors stopped changing tileset.
Food. - it has some balance problems. It looks like, it isn't fulfilling enough.
Map validation speed. - its speed wasn't important when It was used once upon map generation, but now, it would be started every month for temperature (seasons) changes, so it needs speed up.
Useful ideas:
Ability to read scrolls from game map.
Different item selection menus would be icon based.
So, I was collecting bugs from 0.0.8 changes.
I wounder, how its possible to duplicate bugs, when upgrading program. It is easy, for example, 0.0.8 has nasty "door bug" (game doesn't make doors openable) or floor bug, game doesn't use global map tile for random sites.
I would be fixing bugs and posting here reports, then I'll begin new features.
I wounder, how its possible to duplicate bugs, when upgrading program. It is easy, for example, 0.0.8 has nasty "door bug" (game doesn't make doors openable) or floor bug, game doesn't use global map tile for random sites.
I would be fixing bugs and posting here reports, then I'll begin new features.
Feb 19, 2012
Long time ago
I found very old version of FFHtR, when it it wasn't in fantasy setting, but in fantasy future.
Enjoy:
Enjoy:
Feb 12, 2012
Changes in 0.0.8
OK, I have posted 0.0.8 test version, but it doesn't have list of changes.
Lets place it here:
* Random city generator from BearLib integrated into game. done, but needs polishing and expanding.
* Random sites generator. (different presets for every place in the game).
* New methods for nonrandom maps, would make them more "random" for every restart of the game.
* Only one saved game.
* Trade screen fixed.
Well, I think I missed few minor changes.
It doesn't look major, so for final 0.0.8 I have to add more features. ^_^
Lets place it here:
* Random city generator from BearLib integrated into game. done, but needs polishing and expanding.
* Random sites generator. (different presets for every place in the game).
* New methods for nonrandom maps, would make them more "random" for every restart of the game.
* Only one saved game.
* Trade screen fixed.
Well, I think I missed few minor changes.
It doesn't look major, so for final 0.0.8 I have to add more features. ^_^
Feb 10, 2012
I am lazy, I know.
Well, I put here tech demo of 0.0.8 version, It has small part of future gameplay.
I wouldn't do this, but megaupload was pwned by FBI, so we need some download.
I think, that this would make me to keep working and updating game.
So, about current version, it is unplayable, it just gives some taste of future changes, if I wouldn't be as lazy as before. ^_^
0.0.8 Tech Demo.
has two dungeons with random content, random city full of bugs and Broken Sepulcher.
Also, there are lot of new bugs! If you find any, report them, please!
Well, I put here tech demo of 0.0.8 version, It has small part of future gameplay.
I wouldn't do this, but megaupload was pwned by FBI, so we need some download.
I think, that this would make me to keep working and updating game.
So, about current version, it is unplayable, it just gives some taste of future changes, if I wouldn't be as lazy as before. ^_^
0.0.8 Tech Demo.
has two dungeons with random content, random city full of bugs and Broken Sepulcher.
Also, there are lot of new bugs! If you find any, report them, please!
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