May 30, 2012

Ohh...
I had really hard days. Even I manage todo some coding, but not today, I am tired.

But, I made myself double Chivas and posted this.

GoodSir and I argued about different variant of interface. We didn't come to one decision and I like it, usually we we do this and founding cool ideas.

We have four day to finish basic quest for FFHtR.
I'll try to rest and do my job, wish me luck, pals!

May 29, 2012

Completed my first quest today.
Joined other faction.
It means, we have basics for quest management.

To be continued...

May 28, 2012

Good Day, my friends, boys and girls! Or girls and boys? Who cares!
Maybe you want to read about our progress and plans.
Well, we formed our plans for Third Sunday realise, yesterday I wrote something, but here is the details:
+ Player would start as member of "Lone Wolfs" faction.

+ You would have quest "Join adventurers guild".
+ You would be able to join this guild and got some basics.
+ All this would be adorned with new interface from GoodSir.

This means:
New interface from GoodSir, he send me it today, quests, basic guilds. (of course, scheduled bugs etc).
I think, it is enough for one week, isn't it?

EDIT:
I forget to write about progress.
Good, let it be my little secret for today.

May 27, 2012

So. Plans for next week?
Of course, scheduled bugs and unfinished features, such as barrels and fountains with liquids etc

Main changes:
As you noticed, player starts now as member of adventurers faction, but not any nation.
All nations, such as Khazad, Balseraph and Amureties would be moved to next level, it would be nations, factions would be a bit different, more flexible. Somewhat like guilds.

Character would get skill potential. This potential would be limiting skill progress of your character.
Potential and new skills can be learned in Factions (or Guilds).
Your starting Guild, "Adventurers Guild" would provide basics. Guild merchant (more like general store).
I am not sure, what benefits would gain character from merchants, but trainers would give training and elder quests.

Advanced factions would require fame and payment or quest to join, but would give you access to advanced trainers, shops etc. 

Coins for all this you can gain from quest, bounties etc.
This is plan for next Sunday.
   
EDIT:
Quests? It is a big goal, but big fun!
I'll made quests and bounties:
Quests should be taken to fulfil. Some simple: bring me wolfling meat or red gem, kill 10 goblins on special map (yes, yes, yes. It is Elona style, I never concealed source of inspiration) etc
and Bounties, they shouldn't be taken and always active.
For the beginning, it would be bounties for local leaders of savage factions and hero NPC.
Later, I'll add bounties for items.

For really far far away?
Well, Adventures guild should have Other members, like Player.
Adventures rating, killed savage heroes etc.
But, it is dreams. "I twzo years waiting for such game" (c).

0.0.8 Second Dungeon Rush release ====>


Well, we couldn't do everything we planed for this Sunday, but we did something we didn't even planed!

What we have here:
major
+  About 50 thoughts.
+ Balanced armour and weapons.
+ Fixed two ugly crash bugs!
+ New character creation.
+ Character rise after demise.

minor
+ Quality of alcohol.
+ Fixed and enchanted archery.
+ You can empty bottles.

And our plans for Third release I'll post in hour or two.

May 26, 2012

Nice Sunday, isn't it?
Yesterday, I was thinking about playable characters and found, that current limitation (for example, you can play harlequin only if start as Balseraph, and only human and elf). Maybe, it fits FFH lore, but hits gameplay.

So, I changed character creation, ypur character would start as member of "adventurers"  faction (for future need, he or she would have there connections to parental faction, if needed)
and you can select any race (dwarf, human, lizardman, faerie etc) with any profession you want.
(Of course, we would have closed races and professions, closed for player. Some mundane NPC professions or powerful monster, etc).

While implementing this I found and fixed one potentially ugly bug.
So, we have liquid actions (pouring, maybe drinking from sources outside of character inventory), coocking bug and we are ready for Second Sunday ^_^ release.

PS
Yes, I forget about yesterday promises. ^_^
I'll write them after release, I don't want to waste time. 
Finished junk items, tested craft, it works well and stated character resurrection.
Fixed few issues, even found one bug rarely leading to object freezing. Fixed it.

Right now, your character rise at global map in full health and satiation.

I'll add this penalties:
+ Severe thoughts about "tasting death".
+Losing 1/3 of money.
+Good portion of fame. (useless now, extremely useful in the future).
+All skill progress.

When your character would got total of 30 skill gains (maybe we would change this constant), he or she would be count as seasoned adventurer and would get additional penalty:
It would have small chance to lose a bit (0.3-0.6) from  1-5 random know skills.


If your character dies again, until  "tasting death" thought expires, punishment would be severe.
+ "tasting death" thought counter resets.
+ losing 1/2 (or more) of money.
+ Huge portion of fame.

For seasoned adventurer:
It would have small chance to lose a (0.5 - 1) from  every know skill!

When stats upgrades would be implemented, even stat loss.

EDIT:
Ha, ha! Implementing resurrection created new bug.  Collecting ingredients leads to rapid death from starvation!
Should be fixed, of course!

Tried new "resurrection" game mechanics.
Upon death, character lose some gold, fame and all gathered progress points for every skill and can lose even 1 in some skills!
As you can understand, it isn't very dangerous for young adventurers, but advanced characters would find it severe, but, they are harder to kill.  



May 25, 2012

Once again, boys and girls.

We have added "thoughts", perks etc in addition to high death rate in FFHtR.
Yes, it is true hardcore roguelike (truth: We can't balance it well ^_^).
What I was speaking about? Yes! High death rate and really dear and darling characters makes really unpleasant game.
Possibility to play as other character at existing world? Wagh! No, it doesn't work.

Well, GoodSir and I are big fans of Elona. Great sorrow, it is no more (in development, I say).
So, your character would be the same as there, semi-immortal.
No more, another character in the same world. Your own character would be able to reborn in current world, of course, with penalties.
It opens world of possibilities for us, as game developers.
I think, it wouldn't be done until closest Sunday release, but  future one, we would do this!
 

PS
Of course, there would be hardcore mode, one character - one death.

EDIT:
OMG! I have put a bit bugged version to download section!
You should press W to create new world, for every new game. I am sorry.

We have two days left (before Sunday release), so I have craft bug, semi-random bug, armour skills(I not sure, they need Lot of balancing ) and junk items.

Hmm. Also, I would add possibility for starving character to eat leather items. It could be useful for really critical situations.

EDIT: I found, that Lunatic madness stats boost wasn't changed according new stat system and his "I don't want to move, until everybody dead" lead to damned situations, when he doesn't want to move if "caught" on tile by incoming monsters and allows traps to butcher him.
I don't know, from one hand, it sounds funny, from other hand, it means 100% death-trap situation, I don't like. It should be easy to die in roguelike, but not because of game mechanics fault.
So, I think, that Lunatic would be able to move, if trap moves on his tile next turn.
OF course, it could be death-trap situation, still, but not 100%.

EDIT2:
Well. I'll post third part of promises tomorrow and plan for third Sunday (now it is Sunday) release on, yes, Sunday. ^_^
GoodSir and I decided, that Saturday releases isn't really great idea, because we loosing all Sunday.
You don't work after release as hard as before it, so we moved release day from Saturday to Sunday evening.
  

May 24, 2012

Still a bit ill, so take a break from bug hunting and added sommelier skill. It would increase chance of finding better food and alcohol. Also, would allow you to see quality of this type of items.

May 22, 2012

Shooting is no more suicidal.
Also, I have added help icons for shooting, remaining ammo window.
Plan for today: return NPC ranged attacks and re-balance weapons and armor for new creature stats. As you remember, they were changed from 1-20 to 1-100.

EDIT:
Well. Until NPC AI would get some boost, they would have friendly fire turned off.
Armor and weapons got their stats updated.
still, I am bit ill, but, maybe, I'll fix crafting bug.

May 21, 2012

Goodsir's goals for sprint release №2

Hello everyone!

This is Goodsir and i'm doing some of the art for the FFHtR.

My main goal for the next sprint release is a new main screen GUI. More specifically:

  • new resource bars (starting with energy bar and mana bar)
  • new info panel (located in the left part of the screen and contains info about the current target)
  • new panel for the minimap
Old GUI was created using stock textures and looked way too detailed and realistic for the pixel-art style of the game itself. So i'm currently redrawing all of it in Photoshop, using only my trusty Wacom tablet :3
OK, we have enough "thoughts" for second Saturday release:

I think, that I'll fix bugs first.
Changed default fragility from solid to fragile. Heh, now all armor and weapons are fragile! LoL!
I would change fragility for every solid item. But I should change default fragility, because most of the items should break when caught into huge boulder trap.

Made 47 "thought" of 50 planed.
Then I'll start 50 semi-random sites and treasure piles.

After that: bugfixes and armor balance  etc

Found bugs: game stack when preparing meat or cutting tree. Also, shooting enemies with ranged weapon is suicidal, character would shoot himself.

Right now game has 37 "thoughts". We need 50 for next release.

May 20, 2012

Got a common cold, once again! I hate it!

It looks like my health gone junky. Take 1/2 of hot tea, 1 lemon and 0.5 of rum. Mixed it, and I am gonna be ok!

Released. Yeah, next release is scheduled.
Working on new moods.
If you have any idea, contact me, I'll put into game.

PS
Just added more pain for character. Gore awaits.
Good portion of gunpowder brandy could fix it, but good portion of brandy can fix nearly everything. ^_^ 


May 19, 2012

Promises, Part two.

Promise: Combat moves
I promised interesting combat moves and different combinations.
How to complete? Do this!
Minimal plan?
Finish strikes,
Powerful strike - standard strike, but with STR bonus for damage calculations.
Armor piercing (for piercing based weapons) - ignore armor, but only 70% of damage.
Double strike - two standard strikes in one time.
Crushing strike (or bush) - strong blow moves enemy back (wold use weight of creatures).
 Kick.
make jump linked to move code, but not stand alone, as it now.

Promise: interesting races and ckasses.
I'll just live this list here, so, you can inagine.
all of them were started, partly done, but never finished ^_^

1. Faeries, magical creatures of different colour, levitating and immortal (potentially).
2. Puppeteer and his dolls.
3. Vampire soulhunters.
4. Mazatl lizardman.
5. Trolls.
etc

complete promise? easy? just do it!

to be continued.

PS
Also, I found funny bug! Damage formulas has some miscalculations, becase game thinks, that  6D6-7 is better then 5D6. ^_^




Plan for the future saturday?
Ok, ok!
GoodSir would write about his work himself.
My part? Complete as more promises I done in this blog as possible + armor skills ^_^
But, the most important:
- Interface from GoodSir.
- Weapos and armor rebalance (new creature stats need new items stats, remember?).
- 50 semi-random sites.
- about 50 "mood"s.
- ability to pour from bottles.

This is must have list, If we would do something else, It would be nice bonus!

first saturday release

GoodSir and I decided to make few "sprint" releases, one per saturday.  I think, we would make about 3 or 4 of them and then will hide up untill ARRP 2012, but who know.


So, here is first one. It doesn't have everything, but, you can wait for the next one ^_^

As I wrote before, we would make Dungeon Rush releases.
Big world? NO.
Robing Corovans? NO.
Storyline? NO. etc
Until FFHtR would have interesting, standard roguelike gameplay, no bells and whistles.

You have  tiny world, five dungeons to explore, one hamet to trade, thats all for now!

I'll post 0.0.8 "dungeon rush" alpha list of changes and plan for the next version tomorrow,

Download:
there ^_^ ========>

May 18, 2012

YES!!!!
I FOUND THAT BUG!
It was extremely stupid bug, as every hard to find one!

I found it with help of interesting strategy.
I spent about 6-7 hours to find it, and I was really frustrated.

Then, I have remembered that usually I was finding solution when writing letter with question to GoodSir.
So, I pretended, that I am writing this letter and start looking for bug. Found it in about 40 min!


Also, made "beast of burden" skill trainable.

EDIT:
I have some idea for pillar traps. I think, that I have removed them prematurely.
Your avatars would curse them! ke ke ke ke. ^_^

May 17, 2012

Skill training:

Acrobatic dodge - done

evasion - renamed it to dodge and put to COMBAT class. Also, every creature would start with this skill.
Reworked dodging as combat move, looks balaced!

greed and trade - done.

Spent TONS of time hunting freezing bug with trap.
Damned bug! It doesn't occure every time, but really often.
I would secede hunting for a day, than start again, ussually it works.

Found that potions doesn't  vanish from broken phials and flasks. Fixed it.
But you can collect ingredients to broken bottle, it would vanish as soon as possible. ^_^
Also, for testing, gave cave fungus healing abilities. Weak with long "after healing" waiting period, but hey! You can collect it for free at nearly every cave, just bring empty bottle!

Ok, lets see:

Promise:
Skills train and gain system.

Algorithms – done.

Involved skills (I didn’t include unused (yet) skills (such as animal lore, plant talk or surgery) into both lists):
All weapon skills (it would be really big list).
circus_tricks (from jumping)
woodcraft (cutting trees)
camping (cooking meat)
lockpicking (opening locks)


Not yet:
Acrobatic dodge
evasion
soulhunting
souldrinking
beast of burden
exploration
tracking
All magery skills (not in 0.0.8)
Healing
first_aid
metallurgy
greed
trade

As you can see, I have to «move» skills from list number two to the list number one. Of course, I don’t have to add all of the for 0.0.8! For example, soulhunting wouldn’t be used in 0.0.8, because I removed vampires, because, they are unfinished.
So, we have to update this skills:
greed (finding gold, maybe)
trade (from making deals)
first aid (healing wounds with bandages and something else)
exploration (exploring global map)
beast of burden (I don’t how to train this skill. Carrying big loads of goods, maybe?)
acrobatic dodge and evasion (dodging attacks)

Promise:
Mood or thoughts affects skill gain.

Mechanics – done.

Thoughts affects skill gains, so positive thought can increase your gains.
Well, positive thought can give you from 10%-1000%(!) of exp to skill.
Negative thought would drain from 2-100% from it.
Keep your character in good mood!
Created 9 thoughts. It is not enough, of course, we need tons of them.

Thought wouldn’t affect actions in 0.0.8, but it would be added in future versions.

So, to finish this 0.0.8 Promise, we have to add about 30-40 more thoughts (it would be enough for new release).

Promise: New interesting traps.
Active traps: Rolling boulder, serrated discs and fire-spiting pillars.
Passive traps: pressure pads, door traps.

Pillars were removed from plan, because they would be like ranged creatures.

Discs and boulder works well, but they are instant killing traps.
Pressure pad – isn’t a trap itself, just trap activator, works nice.
Trap doors – poison stream works well, poison cloud bugged.

So, to complete this promise:
Make active traps possible to avoid and chance to survive them with severe wounds.
Fix poison gas trap.

To be continued...







May 16, 2012

I added GoodSir (nickname dude here), we work together on FFHtR, if didn't know as author to this blog (I didn't know, that it is possible, before ^_^).
I think, it would be interesting, so he would report his own development news, so it would help to avoid misinterpretation from me, reporting his work here.

Also, I have read this blog to understand what we have left and found, that I made some promises, like one nice man, we all know: ^_^

So, I'll update development page today, check all promises and post here some report: promise/ done.
I found, that FFHtR marked on roguebasin as 0.0.8!
Look: http://thelist.roguelikedevelopment.org/
I post some prealpha in this blog for testing and removed it two months ago, but I swear, I didn't report this release to basin, temple or somrthing like this.
0.0.8 is coming, GoodSir and I planing this sunday or beginig of next weak, but I hasn`t release 0.0.8 ever!

Also, I fixed traps issues, added temporary windows for skills and some other things.
GoodSir send me new and  awesome character doll, we implemented it into game.
Changed grab interface a bit.

And, I found, that blogger has RSS, enjoy!

May 15, 2012

Fixed food clock. Your character would become hungry on global map very quickly (30 times faster) and slower on local map (3 times), but not visa versa.

Added fading windows, I`ll test them, if they would be handy, I`ll add more of them.
For now, it is "carried weight" and weight limit.
Stat potions were changed to drinks in bottles.
Fixed jumping, now everybody can jump if sprint for two tiles. Harlequin can jump without sprint, jump over creatures and for really longer distance.

Also, player would start with one scroll of identify.

May 14, 2012

Made a sip of mashroom vodka from brass flask, red wine from boiled leather wineskin and healing solution from green glass bottle.^_^

I wouldn't remove old code for drinking one item potions, because, it good to have possibility for them to be, hmm...
It is easy with healing solution, you drink it and you get healed, also, I have to rework different stats potions, like poisons and buff solutions to become fluids, but it isn't difficult.

Well, alcohol would be different and different potions could spirituous too. 
One or two sips of wine or beer, would give your character nice thoughts, but drinking have of wineskin would waste him, until you don't have alcohol tolerance perk, the same it for strong alcohol, like goblins mashroom vodka or dwarven gunpowder brandy etc. But strong alcohol would be useful for removing pain and intense pain debaff thoughts.

---
It is not wise to drink a lot, even if you have alcohol tolerance perk:
As you can see, at first, character got boozed perk and later, when got more strong alcohol, gone wasted.
Then, a hangover comes.^_^

May 13, 2012

I have something to report:
1. reworked potions. Now every drink should be inside some bottle or flask, or wineskin whatever. Also, it would save preciose emplty space inside your inventory, character would make a sip from flask if needed. So, you would not have to carry tons of potions, few flask would be enough.
 2. Added more information to character creation screen and would add more.
3. Fixed two bugs with material (game doesn't sjow name of glass) and tilset (game always used default one ).
4. Allowed more items and creatures on the local level, about four times.
5. Randomized faction starting tech level. It would add some more replayability.
6. Added different treasure configs.
7. Semi-random sites in the big dungeon look great.
8. Balanced creatures speed and stats.
9. Added more low level creatures, so player wouldn't be teared by dozen of wolfs at "nood" cave.


May 12, 2012

Added few "mood"s  or thoughts, as you wish^_^.
For example: Enraged lunatic would be pleased by blood, spilled around.
This "thoughts" mechanics is really flexible, so, if want to see any interesting "thought" in game, just write me here, by mail or at forum.

Also, I found, hurray!!!, issue of semi-random algorithm freezing, it was overpopulation.
Too many creatures and items overburdened local massive. 

May 11, 2012

I create "mood managing" algorithms.
Add, remove, decrement counter, check results, display at game screen etc

So, next step to create tons of them and add them to game.
Frightened, Boozed, Wounded etc
I think, that it should also add some change success rate of any ingame actions.

Funny: I was adding semi-random sites to enlarged dungeon generator and friezed it completely
MadSkillz coding! ^_^

EDIT:
Well, I think that this. I mean: Simi-random sites + fixed doors, spells, NPC, food etc + traps + interface tweaks + moods would be enough for new gameplay and new realise.

May 9, 2012

Moods will spice up the gameplay.
As you know, we have train-gain system in FFHtR now. So.
Mood modificators to gains would be interesting.
Well, like Elona or, hmm, Sims, for example.
For example, if mood of your character is 0 and you hit the snake with your trusty dugger, you would gain, for exampple, 0.0001 to your sword skill.

If your mood is 100, you would gain 0.002!
And, if -100, your gain would be 0.00003!

It is just for example, I got from my mind, final formulas would differ.
And of course, different proffesions would gain buffs and debaffs from different situations, depents on perks and so on.
For example, I would allow eating raw meat for everybody, but if don't have "raw eater" perk, you would gain strong debaff for doing this, but wild trolls would gain pleasant thoughts about it etc 
Or another example, every class would gain possitive baff from victories and debaffs from lacerations and wounds, but warrior would have a bit different thoughts etc

Maybe later, I would add some selectable perks, so you can create your character more precisly.
   

Besides this, we are working on sheduled tasks (interface, bugs, traps finalization, dungeon features.