Nov 10, 2013

Skills, again.

Okay, I have passed skills interface.
Then, I expanded world under the soil and added one lair. It eats up about 250mb. =)



So, you would get your dungeons.
There would be big underground world, you can enter dungeon, find small path and enter big tunnels systems.
Find underground vault, that doesn't has access from surface, towns of antmen etc etc
Potentially, you can stay in Underworld as long as you want.
Wait, wait, wait. At the beginning, it would be just dungeons.

EDIT: Nearly forget. Next step, some basic character development. So, player would have some reason to move around.

Nov 5, 2013

Multithreaded

Moved world generation to another tread. So, loading graphics is the only problem that freezes game at start.

But when this graphics loading and processing became alone, it is no more that troubling at game start.
I have to optimize it. In future, of course.  But right now, program start doesn't look that frozen. =)
Also, Multithreading looks to be useful tool. I think, I'll use it fir different heavy calculations, like NPC pathfinding and so on.

Nov 4, 2013

Give fallen world a try

 Again, new test version for you, who want to try really early version Fallen Rebirth.


Whats new:
* Program clears spawn zones from global maps. I afraid there is small bug with multiple spawn zones on one global map claster,
* game clears killed creature, drops or destroy their items.
* game gives creatures items. Just basic generator, based on slots.
* creatures, that has herd mark would stay in a group, instead of been scattered along all map cluster.
* friendly/foe routines. There is no more friendly melee among NPC. =)
* NPC use specialized melee routines, instead of move routines. Also, creature use melee speed for close combat, instead of move speed. It means, we have slow monsters with fast attacks and visa versa.
* New rat picture.
* Enhanced pathfinding.
* Neutral creatures. Towns inhabitants for now. They would help you in combat.
* Populated global objects. Towns and Evil lairs.
* Pathfinding freeze bug fixed.
* Neutral creatures has their own routines in addition to aggressive combat.
+small changes, like i key for inventory.
Also, give a try to remove/ equip items on NPC. It is not a bug, I left it on purpose to test NPC equipment. It would be used for player followers.




http://rlgclub.ru/forum/download/file.php?id=2109

Nov 2, 2013

Gloal map got more details


* Items give stat bonuses.
* Founded object would be reviled on global map.
* Other global maps tweaks.

Nov 1, 2013

It is not the end!

1. all drop, pick up, equip item routines.
2. err. Items itself, of course.
3. inventory. (opened by right click on player or use item).
4. nasty bug with GL window. It will look better now.
5. towns, evil lairs. Empty.
6. Monsters of different speed chasing you.
7. keyboard move. (I'll be adding keyboard control very carefully. Just as must have alternative to mouse).

Hope you enjoy this little teaser.  =)
http://rlgclub.ru/forum/download/file.php?id=2101



Oct 28, 2013

Fallen Rebirth

This is true rebirth of Fallen.
We are at early alpha stage of rebirth, but there is no other way out.
Fallen would be open world where you going to became the best adventurer of all.

 It is not official release, of course!!! It is just reminder,  that Fallen isn't dead project.
Work is in progress.

You would have white blanks instead of creatures on intel chipsets, Don't afraid, it is okay =)
Game use only mouse, right now, but use both keys on every maps!
Try to run around, fight or not fight monsters.
Next step, to move global map objects (castles, ruins, towns, farms etc) to Rebirth, so you will have something to visit.
http://rlgclub.ru/forum/download/file.php?id=2095

Sep 30, 2013

We are not dead!
Oh, no! Anything else, but dead!

I found, the hard way, that refactoring the core architecture is really difficult.
Also, there is nothing to report. Do you need posts, like^
Hello, guys! I moved item routines to specified class and hide data as protected/private.