Lots of bug-fixes and art work, neither of which make for a terribly exciting post. The feature probably of interest to most of the audience, is I've added a Moria-style character bio at the beginning, just to flesh things out a little. There'll be a whole cut scene for a "New Game" that I'll add here in the new update, this is just the first part of it.
Tuesday, February 28, 2012
Bug fixes and background
Lots of bug-fixes and art work, neither of which make for a terribly exciting post. The feature probably of interest to most of the audience, is I've added a Moria-style character bio at the beginning, just to flesh things out a little. There'll be a whole cut scene for a "New Game" that I'll add here in the new update, this is just the first part of it.
Wednesday, February 15, 2012
Backgrounds (literally, this time)
So at least one background is now in the game, so everyone isn't hovering in white space. Here we see the player confronting the first "boss":

Note the player's mana. Here's the after shot, I've introduced maximum mana gain (both yours and the enemies') as plundered from fallen magic using opponents:
Some backgrounds will need to be changed, of course, since they're perspective shots, and things like town and special room backgrounds need to go in, but this is a start. On a game balance note, here our Half-troll Adventuress (the melee class) comes face-to-face with the kobold sorceress boss... at the end of a hall:

By the time she's closed range with the boss, she's down to just a few hit points a bit of cloth:
Unsurprisingly, she gets about one blow in and then tastes defeat (and tentacles):
...game balancing is still to come, but I may have to tweak monster sight distance to prevent this kind of thing from happening. At the very least, the player should be able to lure a ranged enemy down the hall where they can ambush them from melee.
Friday, February 10, 2012
Revamping the UI
So, as I mentioned earlier, I wasn't working on the project for much of December or January, but I'm back at it now. Most of the changes are "beneath the hood" but I did fix the kind of sad user interface a bit.
Here's one of our heroines looting several chests. The old, useless, drop down menus for items and spells have been replaced, and the text box enlarged somewhat.
Pushing the "Items" button brings up a list of carried items and what number you'd need to press to use them.
Here she is with a few more items, and showing off one of the many new underwear colors in the game. A bug previously prevented most of them from being selected.
Here's a magic-user, and the Spells button, which acts in a similar way. There's a spacing problem evident here that has just been fixed.
There's quite a few new spells, new animated traps, and some other things, but those'll have to wait until the next update to show them off. Lots more art done, but it's not yet in the game at the moment.
Release wise, probably looking towards the beginning of summer.
Here's one of our heroines looting several chests. The old, useless, drop down menus for items and spells have been replaced, and the text box enlarged somewhat.
Pushing the "Items" button brings up a list of carried items and what number you'd need to press to use them.
Here she is with a few more items, and showing off one of the many new underwear colors in the game. A bug previously prevented most of them from being selected.
Here's a magic-user, and the Spells button, which acts in a similar way. There's a spacing problem evident here that has just been fixed.
There's quite a few new spells, new animated traps, and some other things, but those'll have to wait until the next update to show them off. Lots more art done, but it's not yet in the game at the moment.
Release wise, probably looking towards the beginning of summer.
Sunday, January 29, 2012
Fur and Fury is back!
Yes, my download link died during the big Megaupload purge. Here's the new one:
http://www.2shared.com/file/dpreBYOM/FurAndFury.html
http://www.2shared.com/file/dpreBYOM/FurAndFury.html
Wednesday, January 25, 2012
So Toonpimp is retiring his forums...
...any suggestions which forum to head to now to discuss development/solicit feedback?
Legend of Krystal forums are nice, but kind of deal with a different type of game development entirely...
Legend of Krystal forums are nice, but kind of deal with a different type of game development entirely...
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!
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.
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.
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