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!