May 30, 2012

Ohh...
I had really hard days. Even I manage todo some coding, but not today, I am tired.

But, I made myself double Chivas and posted this.

GoodSir and I argued about different variant of interface. We didn't come to one decision and I like it, usually we we do this and founding cool ideas.

We have four day to finish basic quest for FFHtR.
I'll try to rest and do my job, wish me luck, pals!

May 29, 2012

Completed my first quest today.
Joined other faction.
It means, we have basics for quest management.

To be continued...

May 28, 2012

Good Day, my friends, boys and girls! Or girls and boys? Who cares!
Maybe you want to read about our progress and plans.
Well, we formed our plans for Third Sunday realise, yesterday I wrote something, but here is the details:
+ Player would start as member of "Lone Wolfs" faction.

+ You would have quest "Join adventurers guild".
+ You would be able to join this guild and got some basics.
+ All this would be adorned with new interface from GoodSir.

This means:
New interface from GoodSir, he send me it today, quests, basic guilds. (of course, scheduled bugs etc).
I think, it is enough for one week, isn't it?

EDIT:
I forget to write about progress.
Good, let it be my little secret for today.

May 27, 2012

So. Plans for next week?
Of course, scheduled bugs and unfinished features, such as barrels and fountains with liquids etc

Main changes:
As you noticed, player starts now as member of adventurers faction, but not any nation.
All nations, such as Khazad, Balseraph and Amureties would be moved to next level, it would be nations, factions would be a bit different, more flexible. Somewhat like guilds.

Character would get skill potential. This potential would be limiting skill progress of your character.
Potential and new skills can be learned in Factions (or Guilds).
Your starting Guild, "Adventurers Guild" would provide basics. Guild merchant (more like general store).
I am not sure, what benefits would gain character from merchants, but trainers would give training and elder quests.

Advanced factions would require fame and payment or quest to join, but would give you access to advanced trainers, shops etc. 

Coins for all this you can gain from quest, bounties etc.
This is plan for next Sunday.
   
EDIT:
Quests? It is a big goal, but big fun!
I'll made quests and bounties:
Quests should be taken to fulfil. Some simple: bring me wolfling meat or red gem, kill 10 goblins on special map (yes, yes, yes. It is Elona style, I never concealed source of inspiration) etc
and Bounties, they shouldn't be taken and always active.
For the beginning, it would be bounties for local leaders of savage factions and hero NPC.
Later, I'll add bounties for items.

For really far far away?
Well, Adventures guild should have Other members, like Player.
Adventures rating, killed savage heroes etc.
But, it is dreams. "I twzo years waiting for such game" (c).

0.0.8 Second Dungeon Rush release ====>


Well, we couldn't do everything we planed for this Sunday, but we did something we didn't even planed!

What we have here:
major
+  About 50 thoughts.
+ Balanced armour and weapons.
+ Fixed two ugly crash bugs!
+ New character creation.
+ Character rise after demise.

minor
+ Quality of alcohol.
+ Fixed and enchanted archery.
+ You can empty bottles.

And our plans for Third release I'll post in hour or two.

May 26, 2012

Nice Sunday, isn't it?
Yesterday, I was thinking about playable characters and found, that current limitation (for example, you can play harlequin only if start as Balseraph, and only human and elf). Maybe, it fits FFH lore, but hits gameplay.

So, I changed character creation, ypur character would start as member of "adventurers"  faction (for future need, he or she would have there connections to parental faction, if needed)
and you can select any race (dwarf, human, lizardman, faerie etc) with any profession you want.
(Of course, we would have closed races and professions, closed for player. Some mundane NPC professions or powerful monster, etc).

While implementing this I found and fixed one potentially ugly bug.
So, we have liquid actions (pouring, maybe drinking from sources outside of character inventory), coocking bug and we are ready for Second Sunday ^_^ release.

PS
Yes, I forget about yesterday promises. ^_^
I'll write them after release, I don't want to waste time. 
Finished junk items, tested craft, it works well and stated character resurrection.
Fixed few issues, even found one bug rarely leading to object freezing. Fixed it.

Right now, your character rise at global map in full health and satiation.

I'll add this penalties:
+ Severe thoughts about "tasting death".
+Losing 1/3 of money.
+Good portion of fame. (useless now, extremely useful in the future).
+All skill progress.

When your character would got total of 30 skill gains (maybe we would change this constant), he or she would be count as seasoned adventurer and would get additional penalty:
It would have small chance to lose a bit (0.3-0.6) from  1-5 random know skills.


If your character dies again, until  "tasting death" thought expires, punishment would be severe.
+ "tasting death" thought counter resets.
+ losing 1/2 (or more) of money.
+ Huge portion of fame.

For seasoned adventurer:
It would have small chance to lose a (0.5 - 1) from  every know skill!

When stats upgrades would be implemented, even stat loss.

EDIT:
Ha, ha! Implementing resurrection created new bug.  Collecting ingredients leads to rapid death from starvation!
Should be fixed, of course!

Tried new "resurrection" game mechanics.
Upon death, character lose some gold, fame and all gathered progress points for every skill and can lose even 1 in some skills!
As you can understand, it isn't very dangerous for young adventurers, but advanced characters would find it severe, but, they are harder to kill.