Showing posts with label patch. Show all posts
Showing posts with label patch. Show all posts

Dec 2, 2011

0.0.7b

New version is here.
OK, it isn't "that big" update as before, so if you seen 0.0.7a,you may skip this one.
Well, just check the changelog.
I'll try to keep them coming with decent quantity of changes. It must keep us working!

Changelog:

* Item disassembling.
* "Use item" bugs.
* New icons from Psiweapon.
* "use key" fixes and tweaks. (Soyweiser)
* grab/ drop at inventory screen. (Soyweiser)
* BLANC items
* Unpleasant FOV bug. Both exploration radius and few lost map tiles. (XVs)
* You can check perks during PC creation.
* Local leaders of factions. You can kill one and stop encounters.
couple of really minor bugs and tweaks.

Nov 24, 2011

Today, I have defeated first local leader and stopped  goblins encounter near dwarven hamlet!


...........................
Aunste Andhaag known as Acideater.
Local leader of  Murin_clan at Smelly_cave.
Aunste was defeated by player at 8 of Burnt_Wings in 172 AoR.

Nov 16, 2011

0.0.8 development schedule

This is next version development schedule.
No more delayed versions for "one additional" feature.

Crafting:
* Item disassembling. done
* Item crafting. (for this patch: weapon, armor, cloth). in progress.

Magic:
* Spells memorization system. (I think that Craw system is worth "stealing" ^_^).
* Starting spells and spellbooks.
* Basic spells, one per category:
1) buff .
2) debuff (for ex. curse).
3) summon.
4) control  (for ex. fear).
5) creation (for ex. food, can be balance breaking, just for test!).
6) traps (not in this version, would wait for traps and doors)..
7) scouting (for ex. show creatures etc).
* NPC spells, AI use magic.
* Healing spell planed to scrolls, consumables only, because of its highly abusive nature.

Miscellaneous:
* "Use item" bugs.
* Game over screen.
* Few inventory patch fixes.

Nov 9, 2011

Next patch! Vote!

Inventory patch can be considered finished! We need just few icons.
So, we start voting about next patch, care to participate!

Nov 8, 2011

We are nearly here!





Good! Few fixes, few icons and "inventory patch" would become history of our development!
Click on the picture. It can be change a bit, before realize!

Nov 6, 2011

Final Steps

Good news, everyone!
GoodSir finished hi-res inventory canvas, so I can start adding it into game.
So, we have a bit of coding work and few icons from Psiweapon, before new realize!


Oct 9, 2011

Future Patches

Lets see, our new, patch oriented development schedule works well. It gives all of us short ranged goals to complete right now, so, it means steady development speed.

So, we would utilize this method for the future development.
Some critical features missed last version, also, there lot of unfinished issues, because of of world wide development plans.
So, this is approximate table of future patches.
Inventory Patch - currently in progress. Crippled and monstrous inventory reprimands greatly.
Magic Patch - We should put magic back on tracks.
"Abilities Patch" - It is a bit boring to fight without of them.
"Quest Patch" - We need some gameplay.

Later patches:
"Faerie Patch" - The Fay would be playable.
"Undead Patch" - Legion of D'tish and other undead would be playable. Different aspect of undead gameplay.
"Puppeteer Patch" - fixing up removed puppeteer.
 

Oct 7, 2011

Pathfinding

While working on inventory patch, checked another "bottle neck" of the game - the Pathfinding.
It is really nasty algorithm, you know. It has dozen of repeating iterations, and this algorithm should be run for every active creature (of course, it can be simplified, if monsters can be grouped into units and they would use short ranged pathfinding up to group center, but we have roguelike nor strategy game. -_-).
So, pathfinding is real bottle neck of every roguelike project.
I check mine and started refactoring.
Refactoring isn't finished yet, but algorithm works at least 5 times faster then before!
It means that Inventory patch would also be performance patch, nice ^_^!

Sep 29, 2011

Inventory Patch

Let me share some information about upcoming patch.
Our current inventory is a bit too hardcore, well, it is really flexible, but to hard to understand if you are not the person who coded it -_-.
I was planning to make "everything in one screen" inventory, but, well, failed. It looks like useless feature, but too annoying to code and use.
So, right now, we have two screens - equipment screen with big pictures of items and full item description with easy understandable, and second one, container screen. Lists of icon based inventory.
Who said, we don't care about game issues ^_^.

Right now we have finished,
equipment screen programming finished and few annoying bugs,
new art and container screen are coming.

Sep 19, 2011

0.0.6a "Inventory Patch"



Well, 0.0.6 "ARRP 2011" in a free flight now and now you can see all issues of FFHtR. Franky, It is a bit unplayable now. Yes, there were tons of changes between 0.0.5 and 0.0.6, but it nearly same in field of fun.
Lets think this realize as new "Zero" point for our game and rearrange development managing.


So, as I wrote beforehand, we start series of patches for FFHtR with small schedule, about week or two.
It must quickly bring FFHtR on tracks.

First patch would be name "Inventory patch".
If you played FFHtR you may found its interface "a bit" tricky. It must be fixed soon.