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Messages - gwathlobal

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31
Early Dev / Re: City of the Damned
« on: March 24, 2017, 10:36:09 PM »
Released version 1.0.9

Changelog
- The 3rd dimension was added to the map! Buildings now have several floors, mobs can go up and down the slopes.
- Gravity added! You can step off the ledges and fall down. You can drop one Z level without any consequences but any distance greater than that and you will take increasing falling damage.
- Mobs will now recognize the gravity and will short-cut off the ledges if they see they won't take any damage without finding the nearest slope down.
- Added mansions to the building types.
- Removed support for small tiles.

https://github.com/gwathlobal/CotD/releases/tag/v1.0.9

32
Early Dev / Re: City of the Damned
« on: March 06, 2017, 09:26:24 PM »
Released version 1.0.8

Changelog
- Added Gargantaur to the list of monsters. This is a huge outsider beast (occupies 3x3 tiles) that is impervious to most attacks, can attack minds of enemies, as well as heal and teleport itself. While it is classified as an angelic being, do not get it wrong - it will attack anything in sight. Being huge, it has a "face" so unlike smaller beings it will need to really turn around to change the direction of its movement.
- Angels are now able to mount Gargantaurs at the cost of half of their HP. Apart from increasing their defense (the Gargantaur's 3x3 size means that it will take all melee hits first), this gives them an ability to invoke Gargantaur's mind burn.

Screenshot of an angel riding a Gargantaur:
http://i.imgur.com/aJ8g6Rb.png

https://github.com/gwathlobal/CotD/releases/tag/v1.0.8

33
Early Dev / Re: City of the Damned
« on: February 24, 2017, 04:29:55 PM »
Released version 1.0.7

Changelog
- Momentum added! When you have the Momentum ability, that means that you gain speed when moving in a direction and are able to cover several tiles within one turn but you can not drastically change your direction when at high speed (unlike normal movement when you can make all kind of turns and backpedal at any time). If you bump into an obstacle, your speed drops to zero. If you bump into another unit, your speed drops to zero but you will try to push this unit (similar to the Charge ability).
- Horses are added to the game. They are allied with all non-demon factions and have momentum. Horses can be found in the stables.
- Fiends added to the game. They are demonic beasts who will attack everybody (even demons). They also have momentum.
- Horseback riding added! Military units are able to use horses as mounts. When riding a mount, your mount moves independently of your actions, you can only give directions to it. This means that once you've gained speed, the mount will be moving in the chosen direction on its own, while you can shoot the enemies as you pass them by. Mounts may also be used as meatshields as enemies have 50% chance to hit your mount instead of you.
- All demons are able to mount fiends.
- Added scouts to the military. They are armed with rifles, are able to reveal a single enemy and start riding a horse.
- You may now start as a scout. Scouts gain no followers but compensate that with their unsurpassed speed.
- Added stables to the buildings of the city.

https://github.com/gwathlobal/CotD/releases/tag/v1.0.7

34
Early Dev / Re: City of the Damned
« on: February 17, 2017, 07:46:42 PM »
Released version 1.0.6

Changelog
- Angels can now chop off body parts when they kill somebody (they are armed with swords after all)
- Characters leave corpses upon dying, for purely cosmetic reasons
- Added "Shift + Q" command to exit the current game and return to the main menu
- Added dots showing where the bullets hit
- Added damage types to weapons and damage resistances to armor
- Added bullet dispersion over distance
- Added machine-gunners to the Military. They shoot the whole magazine in one round
- Introduced cooldown abilities. The first cooldown ability "Charge" added to archdemons
- Added "Fear" ability to demons and archdemons
- Added "Blindness" ability to archangels
- Added barricaded cities to the city generator

https://github.com/gwathlobal/CotD/releases/tag/v1.0.6

35
Early Dev / Re: City of the Damned
« on: February 05, 2017, 11:32:19 AM »
Released version 1.0.5

Changelog
- Made the military a playable faction
- Added sergeants to the military. They are armed with six-round revolvers, that deal less damaged than a rifle but do not need to reload every turn
- Added chaplains to the military. They are armed with six-round revolvers and are able lead troops, pray to reveal angels and demons around them and grant divine protection to allies
- Ranged combat accuracy is now affected by distance. The farther the target - the less likely you are able to hit it
- Added forest cities to the city generator
- Added island cities to the city generator

https://github.com/gwathlobal/CotD/releases/tag/v1.0.5

36
Early Dev / Re: City of the Damned
« on: January 30, 2017, 08:28:01 PM »
Thanks for your comment! Happy that you liked the game  :)

37
Early Dev / Re: City of the Damned
« on: January 29, 2017, 10:40:19 PM »
Released version 1.0.4

Changelog
- Made help articles be read from files
- Added snow terrain
- Added an option to go to the main menu from the game-over screen
- Added rivers to the city generator
- Added indication of the general direction to the nearest angel/demon
- Added sea ports to the city generator
- Added an option to customize the current scenario by choosing city layout, weather and player faction

https://github.com/gwathlobal/CotD/releases/tag/v1.0.4

38
Early Dev / Re: City of the Damned
« on: January 17, 2017, 07:19:25 PM »
Released version 1.0.3

Changelog
- Linux 32-bit binary packages added
- Added Soldiers to the city. Soldiers arrive to help humans towards the end of the battle, are opposed to both angels and demons and will shoot them if they see their true form
- Added Satanists to the city. They are allied with demons and are able to call them for free and curse enemies with inaccuracy
- Added a new command 'm' to view the full message log
- Priests can now pray. Prayers may sometimes lead to smiting all enemies in priest's sight for minor damage or granting all allies divine protection. Divine protection prevents the next attack or harmful effect from application
- Upgraded city generation and added variety to some bulding types
- The City now has maximum 1 church, 1 warehouse, 1 prison, 1 library and 1 satanist's lair
- Fixed bug with the time label becoming red while it's still player's turn

https://github.com/gwathlobal/CotD/releases/tag/v1.0.3

39
Early Dev / Re: City of the Damned
« on: January 12, 2017, 07:19:28 PM »
Released version 1.0.2

Changelog
 - Added new buildings to the city generator: Warehouse, Library
 - Added option to choose tiles to options.cfg
 - Added options.cfg where you can specify various game options. For now, you can only choose the size of tiles
 - Removed ability to attack members of you own faction (except demons). You can still attack allied faction though.
 - Introduced new terrain types: Cabinet, Crate, Bookshelf. Added it to appropriate buildings.

https://github.com/gwathlobal/CotD/releases/tag/v1.0.2

40
Early Dev / Re: City of the Damned
« on: January 10, 2017, 05:28:40 PM »
> How could I switch between tilesets? +-, [ctrl]+-, [shift]+- doesn't work, but I see both small and big tiles in data folder.

Right now, you can't, I'm afraid. I indeed have a plan to make it possible but that requires some more work.

As for font changes, the idea is also cool, I think I'll add it alongside the tile switch option, but that will require a bit of a rewrite know. Too many things depend on the current fixed font size, it seems.

41
Early Dev / Re: City of the Damned
« on: January 08, 2017, 10:05:43 AM »
Thanks for the reply.

Updated to v1.0.1, the link stays the same.

Added access to help via '?' from the level screen.
Added bigger tiles, please see if its better now.

Also, I think I managed to fix the lag in the beginning. It was a stupid oversight in my part with line-of-sight code.

And added some new tiles to the generator for flavour reasons.

42
Early Dev / Re: City of the Damned
« on: January 07, 2017, 03:03:11 PM »
And by "messy" you mean that the tiles are too small?

43
Early Dev / City of the Damned
« on: January 07, 2017, 01:51:29 PM »
Hey, guys!

I have written a coffeebreak roguelike inspired by as 7DRL entry "City of the Condemned" by Tapio (http://www.roguebasin.com/index.php?title=City_of_the_Condemned).
This is basically a remake of City of the Condemned with some added features (real pathfinding, a more realistic fov and blood). The game is written in Common Lisp using SDL.



Github page: https://github.com/gwathlobal/CotD
Latest release with Windows binary: https://github.com/gwathlobal/CotD/releases/latest

The Legions of Hell invaded the City with the intention to slay its inhabitants. The Heavenly Forces had to intervene. Now both sides are bent to fight each other until none of the opponents remain. Choose your side and join the fray!

The actions takes place in a large overland City, where Angels and Demons fight each other in its streets and mankind is trapped in their way.

 - You can side either with Angels or with Demons. Though mankind is allied with angels, it is mainly stuck in the conflict between the parties.
 - You are not alone and should not be able to overcome all obstacles by yourself, some enemies will require aid of your allies.
 - Your enemies are able to hide their true appearence, so observe and learn their tactics to avoid nasty surprises. Demons are able to possess humans, while Angels can conseal their divinity.
 - "Friendly fire" is allowed, so do not get in the way of your more powerfull allies.
 - Your resource is power. You can stockpile it to get a "level up" or spend it on your abilities.
 - You gain power proportional to the strength of killed enemies. Angels also gain power by blessing humans, while demons gain power by killing them (and each other).
 - Angels can heal themselves while Demons can summon allies to their position.
 - You win either by killing each member of the opposing faction or leveling up beyond Archangel or Archdemon status.

The game is known to freeze sometimes for several seconds after you make a move, especially in the beginning. This is due to pathfinding calculations happening for more than 100 actors. Once their numbers naturally dwindle, these delays become unnoticeable.

Any thoughts, suggestions and critique are welcome :)

UPD. Updated version to v1.0.1, the links stay the same.

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