May 31, 2013

193

  • Mostly different clean up. Misplaced ladder here, wrong char there etc

May 29, 2013

192

  • Loading screen
  • Main menu background screen
  • Borders for all windows
  • Talk tweaks. Free line between dialogs, your phrases etc
  • Portion of changes at character creation screen

191

  • Fixed loot. Item brands shouldn’t appear as independent items.
  • Z-menu should be placed  properly.
  • Fixed old issue with NPC containers. They would have different containers.
  • Mana has been set to moderate level for every location, until magic release. So, magic trinkents can recharge and go online now. =)
  • Turned off unfinished perks.
  • Cleaned up some trash in Esc menu.
Most important issues that stay between us and 0.1;

·          Moving around town is disturbingly slow! It looks like there is some sort of performance bottle neck.
·         Confused creatures acts a bit strange, it should be fixed.
·         Road tileset should be finished.
·         Z-menu should be finished.
·         Prices of items unbalanced. Some items worth 0 coins.
·         NPC doesn’t get any armor now.
·         I have disrupted all mana flow around the game world, that made all magic trinkets useless.

May 28, 2013

190

  • Fixed bug, when player can apper at wrong place, when travel from global to local map.
  • Informational bar has been placed to normal location.
  • Returned lost black pixels.
  • Food and sleep clock were turned off. For real, now.

May 24, 2013

  • You can change the size of the text log by '`' button.
  •  Fixed  bug, that generates the cemetery only, forgetting dens of robbers. 
  • Fixed a bug, that prevents game from adding basement at cursed graveyard. 
  • Fixed a bug with the initiation of the next level of the dungeon generator. 
  • FOV is back.  
  • Displaying the cursor at "open container" menu. 
  •  The game creates spawning areas for the undead and bandits. (they are not restricted to forests and have access to global objects)

May 23, 2013

Cursed Cemetery


New global location Cursed Cemetery.
You will find location filled with cursed land, populated by undead.
Also, there would be chance of vault with powerful undead boss.


May 22, 2013

180+something
  • Tweaked furniture. I think, such disturbing items like softwood oven wouldn't appear.
  • Added narrow font. Miraculously, it fixed dozen of issues, just because it is narrow! Check the screenshot page.

May 21, 2013

OpenGL

Hey, boys and girls, by the way, did I wrote that we moved to OpenGL?
No? Well, well, well. Developing game is really cool idea, but leaving blog behind makes our follower, who is waiting for this game (is there anyone? =) ) think, that we forfeit development! NO and NO!

So, what I was speaking about? OpenGL? Yes, I managed to change DirectDraw to OpenGL at less then one week, and yes, I am really proud of it. =)
What does it mean? Crossplatform? Hmm, maybe, maybe!

Random Generators

It is funny, but manual creation of h​amlet of Hallowel (Hello, anybody remember that place?) took almost the same time as the creation of random generator routines for towns in current form.

Also, that hamlet was almost empty and boring, when towns are full of people, furniture and so on. Well, well, well. The most important, that separate modules of random generator now successfully used in other generators (caves, dens, houses, etc.).


Development Concept - game world created by bulk of small generators, that responsible for own small piece, works really great!

May 20, 2013

Restart

0.1 looks like total restart of our roguelike, and maybe it's for the best.
We even changed the name. =)

Actually, I propose to take look version 0.1 cut out plans. =)

Our new motto is: Feature Cut is the Best friend of game developer!

Let's look at list we would not have in future version:
No hunger. The old hunger system doesn't fit to the current game mechanics. Absolutely. Turning off in 0.1.
Quest. They will go to a separate release, with interesting mechanics, which GoodSir and I developing now.
Active followers. They are cool, but also at separate release.
Any other weapons, except axes and blunt. Each weapon will have its own characteristics and abilities. We will be adding 1-3 weapons per realise.
Magic, Ranged, and so on.
Craft of any sort.
Weather changing and the seasons.
No global events. Like demonic invasion and so on.



Of course It can't be called completely finished game.But, don't  forger that Fallen is realy new game, with the new paradigm of development.So, It can be quite accurately described by the version number 0.1.0.

May 18, 2013

Build 180
 yep, skipped 179.

  • At end of all, nicely working item generator, that accepts minimal data (danger, faction) and gives you furniture or loot for location.
  • Fixed unpleasant freezing bug, game could engage into endless loop during floating msgs routines.
  • Player would get "tokes" (something liike platinum coins in ELONA) for character development.
  • No more perks on level ups.
  • New ability for maces (Dazing Strike). Maceman would target bodypart with brains an hit it well. It would make target really confused. Doesn't work on brainless targets, like Giant Helmint or undead.
  • Also, good damage to brain holding bodypart could provoke confusion, but Dazing Strike works on undamaged bodyparts and more precise.  

May 17, 2013

Build 178
  • Fixed a bug. Game did not check the requirements for ability target.
  • Fixed a bug. Game were picking the wrong spawn zone.
  • Fixed a bug. Game were returning creatures to wrong spawn zone.
  • Fixed a bug.  Player has been reported that the ability isn't recharged yet, after he selected target.
  •  The game checks - is there any creatures left for the faction. If being run out, the game marks a fraction as destroyed and displays a message.
  • During a conversation with an NPC log shows this conversation and nothing more.
  • New generator mini caves, and refactor of the code, that creates the stairs between levels.
  • There is  small cave under players house.
  • Fixed Look option (after imlementing OpenGL).
  • Trade has been changed. Barter is impossible now. You should buy or sell separately (although you can switch between straight dyring trade). Items would be bought and sold one by one.
  •  Passive ability: Bash. Character strike is so strong, that with X% chance completely ignore armor.
  • Fixed a bug. NPC could use abilities tied to the arms, without it.
  • Unfinished skills temporarily removed from selection.
  • Fixed a bug that resulted in the appearance of junk messages at skills selection menu.
  • NPC would get weapon skills only if it is possible.
  • If a player has found a place of interest on the Global Map (that isn't a city or global object), game would put a note on the map.
  • Skill Potential shows as text, not a numerical.
Build 177

  • Fixed a bug with spiders and worms bodyparts.
  • Fixed a bug that prevented creation of spawning areas for animals, consisting of beings other than bears.
  • Now, if a player does not buy a bag at the start, he will receive a free bag (ugly one, of course).
Build 175


  • Spawn zones adding and removing creatures and items to/from local map.
build 174

  • Refactoring of factions code. Also, fraction can be destroyed. It was not necessary previously, but now it allows game to forbid this fraction from use.
  • Basics for the spawn areas. (Create / delete / move randomly).
  • Zones for wildlife.
  • Kyes 1-0 decoupled from the movement, would be used for hotkeys.
I would post my dev results for Fallen 0.1

173
  • You can select world size at the begining of world generation.
  • Skill potential changed. It doesn't limits your skill, but represents exchange rate of your skill gains.
  • Active abilities returned back to main screen.