Saturday, August 29, 2015

"Post-mortem" adventures

So, as I'd mentioned earlier, besides being able to find defeated player characters, they also have stuff happen to them after you've rescued them.  First, they go to the infirmary for some game turns, then may either leave or become whores in the town.  First, a heroine is defeated:


Then, another player character can find and rescue them:




You can ask them what happened or rescue them with a town portal scroll:

Once you're back in town and enough time has gone by, they may now have found... alternate employment:


There's still a bit of a coloration bug, but most of the correct character color is transferred:







Monday, August 17, 2015

Getting Closer

I think we'll definitely have a 2015 release date for this thing, at long last.  All the underlying game is done, what needs to be done now is some UI clean-up.  Recently, I added some additional features common to many rogue-likes, some special rooms.  In this case, a crypt:





There's also fountains in the game, and a number of trinkets, which don't consume inventory space, but you can only carry one of, and add some kind of passive effect.  I need to redo some of the interface now, and continue bug testing.

Saturday, June 27, 2015

NPCs

I added the (four) hirable NPCs previously, but they were badly broken in the game.  After a fair amount of debugging, they are pretty much working now:






You hire them in town, and they manifest once you descend into the dungeon.



Additionally, I added the option to disable the Tooltips I'd mentioned earlier to the configuration, fixed a bunch of miscellaneous bugs regarding Inn events.  I should mention that every creature in this game can gain XP and levels, and the NPCs can as well (which is good, as you don't get XP for what they kill.)

Sunday, June 7, 2015

Some interface updates

Still busy with checking through the full game, but as I started to do that, I realized parts of it were really just... a hassle.  So I added some ability buttons, so you can remember what the number keys are mapped for, and icons for the status ailments.






Then, after some thought about the icons not being very obvious, I added some tooltips to all of it.  They don't seem very intrusive, but I suppose I should add an option to disable them in the preferences at some point.


Wednesday, May 13, 2015

Some visible progress

Ok, after months of irritating script-writing that didn't lend itself to screenshots, let's discuss how the game has evolved.  Earlier, I'd mention that there were certain Game Over events that would transform your character into an enemy, and those are implemented now, via lycanthropes and vampires.  For the former, there's both a boss that can turn you, as well as more common mobs (and players who get turned, themselves.)

Here's the player encountering the boss:






...I don't think earlier screenshots had the debug window, I added that a while back.  It won't be visible in the final version, of course.  Here's the player getting transformed by the boss:


...and finally, here's a new player running into the boss and their new minion:

Right now, the boss in question is really overpowered (I think she one-shot this character after using her pounce ability to instantly close the distance) but game balance is definitely something I'm working on.

Saturday, March 21, 2015

Another neat Roguelike in development

Erna and the Mysterious Cave

The game's a little simple, particularly when it comes to levels and enemies, but that's probably a necessary result of some pretty interactive and animated game over scenes.

On my side of things, I'm hoping to finish up the scripting today.

Monday, March 9, 2015

It's been a while..

...it's been so long, the whole "No hentai on Blogger" came and went before I could comment on it.

Anyway, game is still going, I'm just having to do all the event and script writing, which is why I haven't posted anything recently, since there's not much to look at.  Once I finish that up and start debugging, there'll be more interesting posts.