Thursday, December 22, 2011

Gone for the Holidays

There won't be any real progress until the end of January, but from then on, progress should be rapid.

Happy Holidays!  Avoid monsters creeping up behind you and suspiciously easy to rip clothing!

Wednesday, December 14, 2011

Locked doors and the Undead

So I've gone ahead and coded all the initial spells for the elf Enchantress, so she's no longer just a knock-off of the gnome Sorceress.  Among her higher-level abilities is that of raising fallen enemies as undead thralls:


That just leaves the half-troll Adventuress, who's going to have all passive abilities, since she plays as the melee class.  Also added this game were locked and jammed doors, with later options for players to jam doors themselves and some monsters to bash down/bypass them:

I've added Dwarven Fortress style boss brags for when boss enemies encounter a new character after they'd already defeated a previous PC, but they're not hooked up yet.  Not all bosses will have them, just ones with the capability and personality that it makes sense.

All in all, making good progress.

Thursday, December 8, 2011

Technical Progress

Came up with a new way of dynamically coloring all the character graphics, the original one from the engine was almost ridiculously inefficient.  That worked surprisingly well, so I moved on to doing some more town artwork and revising flag usage.

Going to work on traps and some more character abilities, really, only one character class is done at the moment, the gnome sorceress, and that was mainly because she was the demo class from the engine I based it off of.


Thursday, December 1, 2011

Background stuff


Nothing overly exciting recently, have done some more of the town art, although there's still a fair amount to do there.  Also have done some engine clean-up, need to speed up the coloring of player graphics, since it really takes a unacceptably long time at the moment.  Added some background tiles to make things a little less plain, which is what the above image shows.

Also upcoming will be some map generation changes (to make big cavern levels as well as the network of rooms) and clean-up to door placement code, since we see some oddly placed doors, particularly in the example above.