Saturday, January 16, 2016

Version 1.2

I will get this thing playable yet... anyway, here's version 1.2 (Same password as 1.1 to unRAR)

http://www.filedropper.com/dolm12

Changes:

Portals now work "Diablo-Style" you can ride them back down from the town
Keyreshka and David's spawn has been changed to prevent them from being too far apart.
Added a "Generate at Start" option under the Configuration, so you can generate all the levels first, then play the game without having to wait.


BUG Fixes:

Appear to have fixed problems with level generation hanging.
Fixed bug where NPC portals could overwrite stairwells.
Special player corpses from orcs had been dummied out, now back in.
Fixed a few background issues on some of the game over graphics.
All cave levels should have reachable exits now.
NPC's now properly removed from town if they die in the dungeon

Wednesday, January 13, 2016

Version 1.1


Well, that didn't take long:

http://www.filedropper.com/dolm11

This time, I went ahead and put a password on the RAR, it's "dolm" since some people had complained about things being possibly added to it.  I also switched free file hosters.

You're always going to get some anti-virus warnings with any of my games, because most of the scanners don't like encrypted/compressed EXEs.

Changes:

Force and lightning spells now have a chance to open jammed doors.
"Gold" endings now implemented

BUG Fixes:

Marigold advancing the Siren quest by turning in rescues has been fixed.
Kobold Elder not actually turning hostile after "he attacks!" fixed.
Keyreshka now has proper script functionality if you have already lost a player to her.
Pregnant Gnome in town help option now disables correctly.
NPCs can now switch places with the player.
You can now properly sell Lisa mana potions.
Sleeping at the Inn properly advances time and removes Statuses.
Sleep Status now appears to work correctly.

Also, there's finally a Readme with the controls on there.  I left it out by accident on the initial release.

Tuesday, January 12, 2016

Looking towards 1.1

So, I'm back at coding after the holidays, and I've been compiling the bugs.

I hope to have a new version with most of the bugs fixed in a week or so.  If there's anything pressing that's not in the original thread comments, post it here if you could.

Friday, December 25, 2015

Christmas Release - Version 1.0

So, here's version 1.0 of the game, at long last:

Dungeon of Lost Maidens 1.0

I wasn't able to find time to play through the game with debug mode turned off, but at least the early part of the game seems to be fine.  Theoretically, the whole game should be playable from beginning to end, although that was tested piecemeal.

There are a few known issues:

Resting can take a fair amount of time, making it look like the game is frozen.  Just wait.
Some monster AI is still kind of wonky.
Some mechanics and quests are introduced kind of awkwardly.

There's some convenience issues that need to be addressed in later versions:

You probably need to be able to town portal back down, instead of just to town.
I promised customizable character graphics for people who didn't like the art, I'll try to add that in later versions.

The default settings:

The game begins on Easy mode, which gives  you virtually unlimited characters, maps that remain between deaths, and no XP loss on death.  QuickStart is also set to "On", this gives you all the basic quests in town, and puts you right by the dungeon entrance.

Anyway, hope everyone enjoys it and helps with bug reports / balance issues.  I won't be able to address any of them for a bit due to the holidays, but either comment on this post, or send me a link to a forum where you discuss it and I'll take a look.

Thursday, December 17, 2015

Christmas Release

Yeah, just about everything appears finished... now, there's still some features I'd like to add, and I'm sure it could use some testing, but I should release it here in the next several days.

Sunday, October 18, 2015

Onwards to the last level

On the per-level testing, only the final level with the final boss remains.  After that, I need to implement a few minor things (and adjust game balance a bit), play through in non-debug mode, and we should be done.

Most of what I've been fixing recently has been getting the advanced transformations (vampire and succubus) to work correctly.  Unlike the earlier lycanthropy transforms, these turn you into a monster with a unique appearance, and in the case of the succubus, colored death scene.

Here's a character getting transformed into vampire, and then showing up when you come down with another character:



The succubus transformation is the most involved... there's a kill scene, a view and death scene for the new succubi, and a ghost corpse left behind by the dead succubus:







Saturday, September 19, 2015

Testing continues

I'm about 60% through testing all the levels, although after that, I'll still need to try and exit debug mode and play through the game on normal, to guarantee it works.


Also, I've cleaned up the status/inventory screen a bit:


...although here you see a character who's been given all the trinkets by debugging.





Speaking of trinkets, the last shop that was incomplete in town now allows you to identify and purchase (some) trinkets.