Tuesday, March 19, 2013

More content

Most of my work recently had just been adding content to the game, more monsters, bosses, town stuff, etc.  Also, working on implementing NPCs.  The basics are already in:






I've also expanded the dialogue option box, and will soon make them a little less cryptic.

In other news, my japanese VPN provider is shutting down, so I'm going to have to find a new one...

Sunday, February 24, 2013

Dungeon of Lost Maidens

Just wanted to clarify I few base things since there's some confusion (and most people aren't going to read 1 year plus of dev log...)

The game is called "Dungeon of Lost Maidens"


...and there's not a demo anywhere for download, I'm only going to release the game once it's done (hopefully, sometime this year.)

Monday, February 18, 2013

Rescues

So, although one of the main quests (and sources of hentai content) is rescuing various fallen members of Marigold's party, I also plan on implementing the ability to rescue fallen player characters.  The first two members of Marigold's party are already in the game and can be saved, but until recently, you couldn't do anything with downed PCs except for gawk at them.

Well, now you can save them, as long as you have a Town Portal scroll.

Here, we have our unlucky test heroine downed by some kobolds just a few steps into the first level:





...and the standard conclusion seen in various pics I've posted over the development:

Now, we have a half-troll heroine come and kill the kobolds:


...and talk to the downed girl.  Currently, she can only ask her who defeated her, and offer to help by giving her a Town Portal scroll:





I don't have her proper name in there, but that'll be added shortly.  Anyway, hand her a portal scroll and she vanishes:



...and later, you'll be able to run into her in town, interact with her, etc.

Also added, I've got a miniboss who will have her minions drag you to her for the GoR if you're defeated by them.  Along with that, I've addressed one of my long standing gripes about Roguelikes, which is in almost all of them, the enemy just waits for you to arrive.  Now, humanoid enemies will occasionally go patrol the dungeon, which makes resting to heal/regen mana a little riskier than in most games, especially as you have a limited cone of view.




Sunday, February 10, 2013

Email problems solved.

So, new email account, givennone at lavabit .com.  I'll check it about once a week.  Still looking for artists for other projects (hopefully another version of my previous games, which were versus memory games.)

Other than that, worked on the GoR scripts for the lycanthropic monsters and boss.  Will have more and meatier updates later.

Monday, February 4, 2013

More features

Lots of small things added to make the game more playable. 

First, I added a Quick Start option:


Turning this on means that any time you have a new character (either a new game or because one died in non-roguelike mode) you get to skip all the introductory dialogue/quest grabbing and are immediately ready to go into the dungeon, as below:


Also among usability features is an automap:

I added a controls menu accessed by pressing ?, and also fixed a number of unpleasant bugs.  No recent progress on the artwork, though, spend some time on it, but got frustrated.  Perhaps I'll try again this week...

Monday, January 21, 2013

Back at it

Not a whole lot got done over the holidays, but I did some more work on boss scripts, and there's now a basic config menu:






Did do some research, playing the new ADOM as well as Tales of Maj'Eyal (which is really good, but probably won't influence the game too much, as it has a great deal of complexity)

Should have some significant new content added in the next week or so. 

Also, thanks to Yahoo's dubious security measures, I can't get into my Rocketmail account.  I'll have to find a new one...

Wednesday, December 12, 2012

Another villain

This particular one helps fill our catgirl quota.  She's an obvious Felicia rip-off, I know, but it's kind of hard to find cat girls that aren't just an extra pair of ears, and a werecougar enemy should look a little bestial.







Like the succubus, she can turn defeated player characters into enemies... that'll take a little coding, but it shouldn't be anything prohibitive.  In this enemies' case, she turns each race into some different were-variety: a wererat for the gnome, a werefox for the elf, and a werebear for the half-troll.

You don't stay playable after that... I considered it, but the feature/art creep would just be too much.  It's just another way I'm trying to add a little persistence to the world, and if that can take the way of extra hentai content, all the better.

Updates will probably be a little irregular through the holidays.