Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: deepshock on June 12, 2013, 06:24:08 PM
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Bardess 0.7PRC (Peer Review Candidate) is up now.
https://sites.google.com/site/bardesstemp/home/current-version/bardess07prc.zip
Bardess 0.7PRC Changes:
- Finished all Greater Technique demonstrations
-Tiled contents information display in a window
-Reduced text spam upon walking into a trap
-Fixed mouseover bugs on target marking
-Fixed revival items. Document the difference between incapacitation and death.
-Fixed pathfinding crashes. Start with 360o strike demonstration and work from there.
-Fixed crash on closing the keybindings window.
-The game now displays AI units' last action and add previous actions to a list for each unit (including the active unit), with timestamps just like the general message buffer has.
-Implemented on-the-fly ally commands
-Implemented a basic wave mode.
I'll add more complexity and options to the wave mode, and continue bugfixing and updating documentation as needed.
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Keep at it---should be quite a spectacle at this rate long before we get to the 4 year mark as per the roadmap. 8)
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Any suggestions for wave modes?
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I tried to play, was getting all kinds of errors. I only got as far as the menu.
I'm on VISTA. :-(
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I need to know which errors so I can deal with that.
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I got an error message immediately upon running the program.
It said:
"Could not load file or assembly 'OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4' or one of its dependencies. The system cannot find the file specified."
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Updated. The OpenTK.dll file is with it. This should solve the problem. I was trying to avoid the need for dependencies, but I still haven't found a way to do that.
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The UI in this game is poor. It doesn't communicate information very efficiently, and it can be hard to tell what is happening.
A good start would be to move the text output area to the top or bottom of the screen, instead of the right. The message output for any given action should take up as few vertical lines as possible.
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If the UI is a problem then that trumps even the best gains elsewhere. That's going to be the first thing I handle when I get at the game again. It'll require a fair bit more than just shifting things around so I'll see what I can do and how long it'll take me.