Progress Sharing 3

for version Alpha 10

Finally, I have started and implemented into DoE a procedural geometry!


SO What is procedural geometry?
Until now game was only randomized floor during generation and with small randomization  on certain elements. That was until one week ago. Now, walls are also randomized, their geometry randomized, and generated before each level. Since game is 3D, 3D objects are used for walls, and all those walls are created by game algorithm. For now the geometry is only simply randomized, but I have some few nasty ideas how that will be even more nice feature. As I am aware of, there is no single game that generates 3D geometry of dungeon on the fly.

There were some broken experiments also, while I was implementing a 3DPG (3D procedural geometry, let me be the father of the name ^ _ ^ ). 

Like this one:

screenshot06.png


Even failed experiments like this, brought a nice touch to walls, and those failed experiments will be introduced as features to the game.

You can head to media section on this site to check results of 3DPG. Algorithm also applies different texture on all walls.

On a first try, even if it worked, a geometry generation took 12-13sec, which was really unacceptable. Waiting between each level just to generate 3D geometry is a sure way for uninstalling the game. After few iteration of optimization, generation of wal

Changelog Alpha 9a

Alpha 9a is released, there were few bugs around in Alpha9, nothing serious, all were fixed. Some of the changes are introduced just to fix make gameplay more comfortable

Here are the changes:

  • NEW: Added description text of races, life and side path at character creation screen
  • NEW: Distinguished Combat from Defensive paths at character creation screen
  • NEW: Display text that signature weapon is still work in progress
  • NEW: Look command on creatures will show their description
  • NEW: Added TAB for selecting next options
  • NEW: Activated look command now can be closed also by pressing ESC.
  • CHANGE: throwables can be equipped in quiver
  • CHANGE: throwables are usable with Volley and any other ranged attack
  • CHANGE: Darts are automatically equipped in quiver slot at beginning of the game
  • CHANGE: Grille's have slightly different glyph not to be confused with archs
  • 'EFFect' pane's text changed to 'Effect'. Toggling keybind changed to 'f
  • Dropping items no longer closes inventory
  • Scroll of identify will be recognized for what it is upon reading it.
  • If two handed weapon is equipped, now off hand text is not visible in inventory
  • TYPO: Character Creation screen: "Press enter to change" text changed to "Press Enter to start the game"
  • TYPO: Changed "Comming soon" to "Coming soon".
  • BUGFIX: Fixed issue with keyboard and SHIFT. Pressing Shift 2, shown 2@ at once
  • BUGFIX: Changed the stairs glyph, < is upstairs, > is downstairs
  • BUGFIX: Fixed overlapping text at bottom of help screen
  • BUGFIX: Prevented movement of player while help screen is visible

Changelog Alpha 9

ALPHA 9 is ready. Please note that this version is currently for Windows only, Mac version will be ready within a month. Sadly, I cannot release Mac version at same time as Windows version, as this release have enormous amount of changes, and different build process that need to be applied to Mac version as well.  You can read "short" release notes below. 

I would kindly ask you to register within the game, log in and enable in options: "Automatic game session upload" and "Login automatically on start". It will help me to see where people die mostly and from which reason, so I can balance game even more. What is sent to the server? Only morgue files, and nothing more.

You can download it from here.

Enjoy your play!


Update:

Since release few bugs were reported and fixed, just re-download the game:

  • NEW: Added description text of races, life and side path at character creation screen
  • NEW: Distinguished Combat from Defensive paths at character creation screen
  • NEW: Display text that signature weapon is still work in progress
  • NEW: Look command on creatures will show their description
  • NEW: Added TAB for selecting next options
  • BUGFIX: Fixed issue with keyboard and SHIFT. Pressing Shift 2, shown 2@ at once
  • BUGFIX: Changed the stairs glyph *facepalm* < is upstairs, > is downstairs *facepalm again*

Progress Sharing 2

for version Alpha 0.7.1.0

Battle system is completely redesigned and now it is based on automatic leveling. There are triggers and moves, with moves being combat abilities players can apply on enemies, while triggers give advantage to player in some rare occasions when they are triggered. Here is the short list of changes, without great number of bugfixes.

UI
  • Fatigue representation is now inverted. Having 0 fatigue means you are fresh and ready.
  • All panes are redesigned.
Combat Modifications
  • Added few melee moves, ranged moves and arcana moves.
  • Added few triggers
  • Added levels to combat moves. Combat moves can increase up to 10 levels.
  • Missing attacks will increase combat move experience, as missing with weapon shows you how not to do things. This approach perfectly solves problem of attack spamming of minor creatures in hope to increase your combat abilities. In this case combat ability will increase in skill as you attack harder opponents - and miss, being in real danger. Combat moves usually just increase damage done.
  • Hitting attacks will increase weapon skills, like piercing weapons skill. Having high levels will just increase accuracy by some degree.

Interesting point is that these two variations will equalize each other. usually hitting enemies will increase accuracy while damage output will increase in minor steps. As player start to miss damage output will start to move forward and accuracy to stagnate. However, I still didn't do any tests.

Gameplay
  • Books are finished. They can be read and learned from it. Books contain Moves and Trigerrs.
  • Added Auto

Progress Sharing 1

for version Alpha 0.7.0.4

There are pending changes made in battle system. Abilities will be automatically upgraded, their availability at start of game will be reduced. New knowledge will be acquirable by getting abilities from books of tactics, books of prayers and books of arcane knowledge. Most of abilities were merged into one which will scale with as player experience in given ability increase.

For now, new battle system draft is finally finished, all monsters have new defenses, wounds, fatigue and some other basic attributes made according to new system. Some monsters got new and shiny armor (there were none). First plays are showing definitely better approach, and more excited battles.

Newest part (that is still missing from the game) will be counter actions (or triggers, as you wish). On certain circumstances it will allow player to counter-react to attacks. Like casting silence to counter a spell, blocking a critical attack, ranged player get possibility to jump away if enemy comes adjacent to him. It will spice a battles very much.

Monsters strength will partially scale with depth level player is on, which lead to more balanced combat. Players will experience gradually increasing difficulties as they go deeper and deeper.

Revisiting rings and amulets brought these changes:
  • Wearing unidentified items will show "Unknown effect" in effect pane
  • Wearing unidentified ring of perception will identify it
  • Wearing unidentified ring of levitation will identify it (its pretty obvious if your legs leave the ground)

Also big changes are made into standardizing a keybinds to reflect approaches major