Sunday 12 April 2009

Progress Report #13

v0.02 is not far off now, the big change is, alongside the implementation of ranged combat, is that dungeons are now persistent whilst you're inside a particular branch. Here's the current change log from v0.01e:

* Dungeon Levels are now persistent within each Branch - exiting a Branch entirely will generate new levels.
* Ranged Combat has now been implemented (left click on a monster to fire a projectile at it).
* The amount of HP and MP that characters gain on level up is now also dependent upon Fighting and Magic Skill levels.
* Added a Wizard Mode (accessible by pressing W)
* Monsters can no longer be generated in the walls of Vaults.
* Monster HP and Damage has been rebalanced.
* The XP required to gain a level has been increased substantially.
* Level Feelings are no longer immediately generated if you have recently navigated more than one set of stairs.
* Reduced the amount of gold that is generated.
* The elapsed game time (in real terms) is now displayed at the top of the Main Game Window. This pauses whenever the Inventory or any other subscreen is shown.
* Character Dumps now display the correct version number.
* Character Dumps now show the elapsed game time (in real terms).
* Digging now updates the visible areas of the dungeon correctly..
* Turns elapsed is now displayed in a more appropriate colour.
* Fixed a few minor grammatical errors in the Combat Text.

As I mentioned in a comment over at the Temple of the Roguelike, there is a real feeling of a game starting to shine through (at last).

The Wizard mode window is available by pressing W:

This lists the status of visible monsters, and gives you options for enhancing your character. Note that the 'Get Item' button will summon a random magical item equal to your level to your feet.

1 comment:

x said...

Kharne is really nice looking these days. Good work!