Apr 27, 2012

Added some help icons, fixed few bugs and found one crash.
This list stays between new version and us:
* Finalizing traps.
* Finalizing combat moves.
* New interface additions.
* Food clock bug.
* Stats tweaks.

Potentially:
* Monsters combat actions.
* Monsters VS traps interactions.

Apr 24, 2012

funny bug

He he he... I meet unique snake.
It has name "Diregiant snake" and, when I meet it, it greet me with... wild roar! ^_^

It looks like, I HAVE TO finish greet messages for unique monsters. Well, and the names too.

EDIT:
I followed my own blog! Funny that it is possible!
GoodSir and I played ShogunII:Fall of samurai this holidays, nice game!
Began work on continuing game after avatars death or possibility to start a new game.

Left one adventure in the dungeon, then started new game and visited this dungeon. I have found old avatar, he wasn't hostile, but followed new avatar. I lured him into trap, then game crashed.
I fixed all this issues.
Right now game clears dungeon exploration, part of meat and other mess, previous avatar left, etc.

Of course, game would tweak existing world, adding and refill treasure, add new creatures etc

Also, I have to decide: what to do with belongings of dead avatar. Of course, it can exploited by player, but it would be interesting to find cool items of demised character.

Apr 19, 2012

Alarm trap





Added alarm trap and tweaked creatures alarm mechanism.
So, if you don't see speaking creature, you would have message with direction and range.

Apr 18, 2012

note

I started new game as Balseraph harlequin and entered dungeon. When I have entered narrow corridor, wild wolf noted me and runs into my direction, howling. Doubtlessly, it has bad intentions. Wolf isn't real opponent for harlequin, but this animal activated boulder trap, right behind me and cluttered escape route! Damn, it 100% that I wouldn't kill it before huge stone make johnny-cake of me! Luckily, I remembered, that harlequin can leap over creatures, so I did this, waited until huge boulder would smash that wolf and then turned on sprint and run away from trap. It was nice.
Also, I have dropped my kitbag on the way of huge boulder, it send my bag into fly. Surprisingly kitbag survived this beating, but all my healing potions inside shattered. Looks nice too.

Apr 17, 2012

If you are reading this blog from time to time, you ask yourself: "why they don't show 0.0.8 version to the world? It looks like they have finished everything they planed for 0.0.8, except for few issues, and even add more features?".
Well, lets see, as I wrote before, we made small usability test and it shows us what part of current gameplay should be tweaked. We want it to be interesting, at least for few first game sessions. We want to make new version when we can say: "yes, it is unfinished, yes, it needs fixes and tweaks, but, damn, it is interesting".

Development news:
New stat system brought disorder into creatures moving speed calculations. Should be fixed, of course.

Lazy days are over.
Fixed flying creature, would be used for kicked, bushed, trapped etc creatures. Added stonefalling trap, it is Indiana Jones style trap with huge boulder. It would be activated by different triggers, right now it is pressure pads. You step on it and then, CLICK, huge stone is rolling in your direction, it would be funny in narrow corridors.
Pressure pad, of course, would be used for different traps, for example poisoned clouds, fireballs etc. Also, pressure pads would respect creatures weight and maybe agility, also "light step" and "elephant foot" perks would used for counting.

It looks like that fire spiting pillars would be like  monster with ranged attack, so it doesn't look worthy to add, until it would have some own features.

EDIT:
Huge boulder trap has some issues, but, even now, it looks really funny, when you are running from boulders and evading discs. As I wrote before, monsters don't know how to avoid traps, so heavily trapped rooms gives real bloodbath.
Also, I have fixed some "broken item" issues, but there are some more and warning for potentially dangerous tiles, player wants to step in. It is important, because it was REALLY annoying to die, because you step into trap. Of course, you can turn warnings off.

Apr 10, 2012

Besides game enchantment we continued our mission of interface upgrade. New target panel would look somewhat like this:



It is photoshop preview, of course, made by GoodSir, but we always  make interface, using "blueprints".

Apr 9, 2012

Celebrated my 32th birthday and returned to FFHtR!

Added charge, so player can sprint and then hit foes for extra damage and make them fly.
Terrain modifications would be next, for example:
trees would give 30% protection from protectives, oils and cracks debuff to defense etc