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. ^_^

Hours of coding stays between us and new version, but we know what to do!

Let me share first screenshot of quest interface. Quest is stupid and crude, but It means we have mechanism for them!
Still, they need lot of work.


EDIT:
Updated devpage and version history.
Coding, Coding, Coding, just dull coding. We made all concepts and only coding remains.