Roguelike - Download Build 050

Published October 14, 2014
Advertisement
Phew that was quite the refactor. Creature system is almost 100% finished. I've left out the status/Curse system for this build. It's not perfect and feels clunky in its hacked together state. But beyond that everything but the dungeon it self is now defined and loaded from external xml files. The project will keep to that standard from now on.

I've put the code in place for win/loss conditions, though they are ignored at the moment for testing purposes. This build too is just to show off and let you see what it's actually like. I unfortunately had a couple last minute decisions about how to handle the turn system and actions. So the idea of queuing and using energy to perform everything from moving to dropping items is by passed as well.

Disappointments aside :( . I've done a little tweaking to the LOS algorithms and its looks cleaner now. No more strange cases where you can't see corners even standing right next to them. The UI has been cleaned up and rearranged a bit differently now. Notice the players information is in the right side panel. The bottom right panel is still the players inventory. Information about the players inventory is a bit more obvious and clear. The center panel that was originally for the players information is now for displaying examination information. Hovering the mouse over a creature or item that is visible will display it's information here.

INSTALLATION

Roguelike 050 download

As usual the game folder and runtimes are packed together with 7Zip, though and zip program can open them. Unzip them where you like. If you don't have visual studio 2012 installed, run you appropriate redistributable from the "runtimes" folder. either x86 or x64.

Enjoy and feel free to let me know your thoughts so far.
2 likes 3 comments

Comments

Nerf

Downloading it now, I'm excited.

October 16, 2014 12:17 AM
nhold

Pretty interesting, I am sure you know this but doors sometimes don't open to anything. I do like the look of it all and the axe is OP as hell.

October 20, 2014 03:34 AM
coremarq

Pretty interesting, I am sure you know this but doors sometimes don't open to anything. I do like the look of it all and the axe is OP as hell.

haha, yeah I haven't bother with any balancing yet. Just working to get it to a "game" state. I want all my planned features in place first.

The door bug has been a pain in my rear since the get go. I'm currently refactoring the dungeon system. The plan for the next release is to have the system using a set amount of floors. Each one will be generated using a "theme". I'm always putting some work into cleaning up how things such as the doors are placed and where. Hopefully that bug will be gone. ;)

Thank you two and anyone else who tried it out. Glad you like the look of it too... I'm constantly changing it little by little and I too have been loving the look and feel lately. I just need to figure out how to make some of the panels more obvious as to what they do... especially before they are used. The equipped items panel is a big culprit of not letting you know what it is. I could probably even say it's not entirely clear when it is used.

October 20, 2014 05:51 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement