Looks promising with a good array of initial development targets---keep at the fine work and best of luck making this happen! 8)
Having problems trying to download. I get a file not found page when I try to download the zipped package.
Are there windows binaries? Or plan on it?
[Changes]
- Moved potion keys from numeric keyboard to Alt+Number
- ^Q doesn't remove your possible suspended game files.
- Removed the health recovery every 10 turns.
- Slightly reduced monsters damage
- Slightly increased corpses appearance
- Slightly increased item appearance during map generation
- Increased experience gains due to killings and gold pick ups
- Disabled "Save game" options ( Ctrl+S )
- Changed monster stats, now growing with depth level
- Changed key handling method from love.update+sleep to love.keypress+setKeyRepeat
[Additions]
- Added "load suspended game" when game starts (read next, please)
- Added launch flag: -n or --new. It starts a new game instead loading suspended game.
- Added GUI tips overly when start a new game
- Added Armors
- Added Poison, Invisibility and "Über-strength" status (read next please)
- Added Invisibility, Strength and Antidote potions
- Added interactive decorations.
- Created 5 different traps: needle, lance, pitfall, poison gas and boulderfall
- Added "search trap" command (key binding [ s ] )
- Added "switch color mode" trigger (key binding [ ^c ] ), switches from color to black and white
[Bugfixes]
- Fixed bug with scrolls BSOD'ing the app when dropped from corpses
- Fixed bug with some floor items descriptions do not showing the closing bracket
- Fixed some misspellings and some twekings to in-game help commands text
Nice work on reckoning that windows binary and all else so promptly! If this pace even remotely holds up---this project will definitely get somewhere in a jiffy. 8)
[Changes]
- Slightly changed map description algorithm, to avoid unwanted ")" at the end of the description
- Reviewed/rebalanced looting corpse drop chances.
- Reviewed/rebalanced items generated during map generation process
- Reduced Black & White color mode walls' brightness.
[Additions]
- Added Teleporting Pentagram: to exit level you will need to find the teleporting pentagram first
- Added third color mode: Random color
- Added "animated" pools of water and pools of lava.
- Added Bow ranged attack. The player can use now the bow as a ranged weapon
- Added ranged enemies.
- Added random arrows drop. When the player or enemy shoots an arrow, there is a small chance
that the arrow drops to floor instead of break and dissapear.
- Added Fireball, Magic Arrow and Night Vision spells.
- Added some more dialogue personalities
[Bugfixes]
- Fixed bug with launch arguments not working on Linux binary or Windows EXE versions.
- Fixed bug with monsters appearing under the player when generating the map
- Fixed bug with gold coins description making the game to crash
- Slightly fixed monster pathfinding. Now they shouldn't get stuck in place much.
- Fixed some misspellings
- Fixed bug with GUi showing incorrect number of arrows left
Congrats, I wonder how many releases you can power out by New Year's? 8)
[Changes]
- Changed/Rebalanced Arrows, Fireball and Magic Arrow spells.
- Changed/Rebalanced ranged enemies damage
- Broken weapons can be wielded, although the player will fight bare handed. This gives the option to repair them with
Fire Braziers or Jewels of Eternity.
[Additions]
- Added throwing Pike Axes
- Added Enchanting Shrines
- Added Nuke Spell
- Added random ambience quotes
- Added more info to the README file
- Added Magic Jewels
[Bugfixes]
- Fixed bug with weapons durability falling below zero when walking on boulderfall traps
- Fixed serious bug with player projectiles (arrows and spells) do not hitting enemies
in certain situations.
- Fixed bug with GUI showing incorrect number of pike axes left
- Fixed serious bug preventing game to be won
- Fixed bug with Color mode message, showing an incorrect name for the selected color mode
- Fixed bug with H key not moving the character to the left (Thanks to Saegor at LÖVE forums for bug report)
- Removed some obsolete info from in-game help screen
Why would you make a roguelike out of Witchaven of all games?
I think it just comes down to obscurity----even I would've thought something like this would only wind up happening over on Chaosforge, but it is great to see new life being fashioned out of something that could've gone differently had the commercial and dev realities of back then played out rather differently. Part of me would love to see a grand multi-verse mishmash Roguelike of pretty well all the classic and underground FPS games from back in the day as there was quite a bit beyond Doom, Duke, and Hexen that slipped through the cracks.
[...]
I also harassed/suggested/begged at the time for it to merge in Hexen stuff as well, since I'm of the same preference.
[Changes]
- Changed Night Vision spell: it now shows monsters on map instead of increasing viewing distance
- Change the obsolete table.getn() for length operator # (thanks to bartbes at LÖVE forums for tip)
- Increased starting weapons durability: random(80,100)%
- Changed Firebraziers chances: success = 30%, unsuccessful = 25%, burn = 45%
- Increased armors chance to lose durability by 5%
- Rebalanced item spawn chances
- Changed random item generation algorithm from multiple algorithms to a single one
- Some minor code tweakings
- Changed items spawning chance during map generation
- Rewrote ranged weapons keybinding behavior: press [t] to throw Bow or Pikaxe, whatever is selected
- Changed player weapons damage formula, adding now the player level
- Rewrote bloody remains spawning algorithm
- Some other minor code cleanups
[Additions]
- Added Scare Spell
- Added Freeze Spell
- Added more morgue dead quotes
- Added dual wield
- Added a small chance that a random enemy spawn during gameplay
- Added Ank
- Added Amulet of the Mist
- Added Shadow Amulet
- Added Crystal Staff
- Added Helmet
- Added Horn
- Added Treasure Chests
- Added auto-identification weapons: unidentified weapons get identified when using them for some time (a.l.a. BRogue)
- Added more info to README and fixed some misspellings
- Added [g] as key binding for pick up items in addition to [,]
- Added player bloody remains: when player gets hit, there is a chance to spawn bloody remains
[Bugfixes]
- Fixed bug where picking a Pike Axe weapon didn't increased the throwing pikeaxes.
- Fixed bug with player health falling below zero
- Fixed bug with items spawned by barrels crashing the game
- Fixed bug with items spawned by corpses crashing the game
- Fixed bug with lava pools, where player was only receiving damage when moving over them. Now receives damage when a turn passes
Could you please re-elaborate your question? I think it is hard to really understand it well.
Could you please re-elaborate your question? I think it is hard to really understand it well.
I just meant not a lot of people even remember the original Witchaven game. I understand making roguelikes out of XCOM and Doom because those were well known and well-loved titles.