Jun 29, 2013

Text log bug.

Just noticed!
Text log showed from top to bottom, but should be read from bottom to top! =))))

Ha, ha, ha!
Should fix it.

Jun 24, 2013

Happy New Year!


It has been more than a year since 0.0.9 release. Fall From Heaven the Roguelike release.

You can say: “what a hella u were doin, man? One year is more than enough to create new version!” and you would be right, but…

Lets see. Upon the final release I understand that FFHtR is unfunny. I wrote about it lot of times. Additional features didn’t made game more interesting, conversely it became incomprehensible. So on, so on, so on.

I was confused, didn’t work for some and I would cancel the development if there would be no FFHtR team. I was unfair to trash out work of other people.

It was sort of creative search. We were discussing, trying different things, stiles, and concepts.
Lot of code made and removed. Gameplay features tried, removed, changed etc

I think we defined the final concept, well, maybe February 2013.
So, we are working on Fallen for 6 moths maybe.

But one year without release, well, it death for alpha stage roguelike. I think it is for good, let the FFHtR rest in Peace and Fallen to take its place.


From this week, I’ll try to finish unfinished =) and will work steadily at one direction. For this week it would be interface.

Jun 21, 2013

Step 199

Another day, another portion of changes, which made 0.1 closer.

  • Quality reworked. We had bad, cheap, mediocre, original, fair, superior, great, exceptional qualities. Removed bad, mediocre, original and great. Also, cheap is basic quality means 100% from basic stats of item (it was 30% for bad and 50% for cheap). Players wouldn’t found any difference, but it would make balancing really easier.
  • Shops doesn’t buy anything.
  • (bug). Game was wasn’t creating nonorganic trinkets. It means, trinkets always were made form animals or humanoids. Fixed, you would get your basalt pyramid 50% of time instead of rats dried heart.
  • Game would calculate and show(!) burden level of your character in a really sane manner. Instead of puzzling burden 35(WTF?), you will see levels. Unburden less then 50% of capacity. Halve burden >50%, it wouldn’t bother most of players character, but some of them, who use powerful acrobatics should care of that. Burden >50%. Problems starts here and Overburden and Crushed, >150% and 200%.
  • Randomly encountered adventurers would be members of adventurers guild 80% of times.
  • (bug) Game was giving weapon skills to animals.
  • Professions can have additional name for animals. For example human and wolf has martial arts skill. Human would be named fist fighter, wolf would be named predator. Also, I think that animals should have different descriptions, because “wolf the journeyman predator” sounds odd, but isn’t critical.
  • (bug) During dialog with NPC only last NPC phrase can be seen, game hides your questions and previous NPC phrases.
  • (bug) Near death BLANC message bug.
  • (bug) Message, that creature has been confused showed Before message that explanes why.
  • Creatures, that lost limb didn’t start bleeding. Just forget about it. Noticed it, while I was testing new dodging and accuracy methods and cut big rats legs. It agonized in pain, but didn’t bleed. Fixed that. Of course, don’t expect undead to bleed.

Also,  changes, that I made to quality and material really improved weapons and armor. Especially armor. Should fix today.

Jun 20, 2013

Dodging & Accuracy

As I promised, screenshot with new realization of dodging.
Now, It really easy to understand what does it mean! 
Dwarven adventurer Agnes Fenton and I fighting against wild beasts at abandoned cemetery.


Jun 19, 2013

We aren't buying anymore, sorry!

I continue cutting features that smells bad. 
This one is sort of milestone decision - shops aren't buying loot anymore.
After first FUUUUU.... lets have a look on details.
I have read about in some article wrote by guy from DCSS. Sorry, it was few years ago, so I couldn't find it.
He wrote about feature cut and "shops don't buy" as one among them.
Well, it was time when I was blinded by idea, that the more features you add to game the better it would be. Such a delusion!
But this is the topic for the separate post, lets talk about current topic.

So, what game and player got from selling goods to NPC merchants? It is just another one way for player to get money, nothing more. Rarely it  would be the main source of coins for player.
It is not vital part, player get coins for variety of sources.

What we would get, if cut it?
First of all, this aspect is really hard to balance. Of course, it couldn't be the only reason, but lets keep it in mind.
 Next, selling goods feature means tons of micromanagement. Of course, it is roguelikes and we like hardcore, but not that way. Nobody like grinding.
And about hardcore. Yes, it would make game a bit more hardcore and it is good.

Well, decision is simple: shops aren't buying from version 0.1.
197

  • Few fixes I made during my vacation, didn’t document them and forget . =)
  • GoodSir finished road sprites.
  • Fixed creature limits. Game was leveling creatures up to location danger level and, for example, you could meet overpowered 20lvl. rat. So, I have added leveling limits, so creature can’t get more then named level ups. Also, it wasn’t enough, because I made them a bit wide ranged. For example, rat has 5 level ups limit, so rat could be 6 lvl at maximum, such creature would be ridiculously powerful for puny rat. So, I fixed level ups to 1-2 (rarely 3) for nearly all creatures. Also, I’ll fix leveling algorithms, so it would stop producing demigods.
  • Material differently affects final item. Now basic materials use default (100%) item statistics, all better materials would be upgrades for default stats. It wouldn’t change game greatly by itself, but would allow me balance it easier.
  • The same is for quality. Bad quality is 50% of default item stats (previously 30%) , Cheap 90% (previously 50%).  Also, quality affects accuracy from -12% Bad to +12% Artifact.
  • New combat algorithm implementing Accuracy and Dodge. Combats would be faster, balance, more interesting and understandable. Combat mechanics were really puzzling, now you can understand what is going on.
  • Changed names of creatures main stats. Names now closer to meaning.
    Strength => Might;
    Dexterity => Reflexes;
    Intellect => Mind;
    Just Endurance remains unchanged.
  • Cut dozen of weapon types. They vary because of material and quality, lot of look-alike item types were useless and puzzling. I made it for armour beforehand.
It is good to have have small rest from work.
I looked over current combat system and found it completly unbalanced, cryptic and enigmatic.
Well, it the only part og the game, that hasn't been changed, refactored, but not changed.

So, I'll change it, already changing. I'll post screens soon!

Jun 17, 2013

I have returned from vacations and ready to rumble!

It is good to rest a bit from your project and look upon it with refreshed view.
I found, that we need quests for 0.1, basic and rudimentary, like "visit location". It would allow to give direction for new player.

Jun 1, 2013

FIXED!
Reproduced unpleasant graphical bug:


OK, it is good to find it before the official release, but
I welcome every advise.