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Messages - Perdurabo

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76
Programming / Re: Kharne Alpha 1 Available
« on: April 09, 2009, 10:41:38 PM »
Very nice work! This game is coming along fantastically so far. I still remember when the old Kharne changed its name to Kharne, though I forget the old name... Anyway, great work, awesome to see Kharne so actively developed!

Shadowdale. And yes, that was back a bit. 1999 I think?

Best
,P.

77
Programming / Re: Kharne Alpha 1 Available
« on: April 08, 2009, 09:32:20 PM »
Yep, its that time again.

Kharne v0.01e is now available at http://kharne-rl.blogspot.com/2009/04/kharne-alpha-001e-available.html
or direct from http://rapidshare.com/files/219045807/Kharne001e.zip

Its an interim release showing mainly the first iteration of melee combat, but its the first release where I actually feel there's a game underneath starting to peek though..

Here are the changes from the previous version:

* Melee-based Monsters now have basic AI (monsters that reply on Ranged Combat or Magic are still AI-less).
* The UI has been completely redesigned.
* The Town Level is now persistent.
* The Monster Display and the Minimap have been incorporated into the main window.
* The inventory, statistics and magic screens have been redesigned.
* The Combat system has now been implemented for Melee Attacks.
* A Death Screen has been added.
* A Character Dump has been added.
* Added a help screen in-game.
* There are now regularly re-stocked shops in The Nexus.
* Gold has been implemented and can be found through the various Dungeons.
* Version info can be displayed in-game.
* Characters are now equipped with class and skill-appropriate (mundane) starting equipment.
* Internal Monster Stats have been rebalanced.
* Some Monster Symbols (mainly types of demons) have been reallocated.
* Added additional lesser vaults, which can now occur occasionally at all levels.
* HP and MP now regenerate slowly. The rate of HP Regeneration is based upon Character Endurance and MP upon Intelligence.
* Resting has now been implemented (to rest for one turn or many, press 0 or 5 on the Keypad with Numlock on).
* The Monster Display now collates like-type monsters together.
* You can no longer access monster details via the Monster Display.
* Spell Details and Descriptions have now been added.
* Monsters can no longer be generated on top of stairs.
* The Character always starts the two lowest-level dungeons (The Keep and the Wilderlands) in a safe vault.
* Monsters are now displayed on the mini-map as red dots.
* The Character can no longer have negative abilities or characteristics.
* The Main Window will no longer be sensitive to key presses when it does not have focus (e.g. when it is minimised or in the background).
* Fixed a bug where you could pick up an infinite number of items.
* Picking up more items than there are Inventory slots free no longer corrupts the Inventory.
* You can now open adjacent doors by pressing 'o'.
* Visible squares are now recalculated properly when opening and closing doors.
* Dropping an item on top of another item no longer causes an error.
* Dropping an item successfully will now close the inventory window.
* Picking up items now takes time.
* Weapons now have Damage Ranges.
* Magic Items that give bonuses to Evasion are no longer as powerful.
* Item Locations are now displayed correctly in tooltips.
* Shields now give a bonus to Deflection and Blocking.
* There are two new brands added: Goblin Slaying and Outsider Slaying.
* The Character's current mana (as opposed to maximum mana) is now used to calculate which spells are available to cast.

Best,
P.


78
Programming / Re: Kharne Alpha 1 Available
« on: April 03, 2009, 10:17:41 PM »
A first stab at a revamped magic selection UI:


79
Programming / Re: Kharne Alpha 1 Available
« on: April 01, 2009, 10:52:14 PM »


The new inventory GUI.

Full details at: http://kharne-rl.blogspot.com/2009/04/new-inventory.html


80
Programming / Re: Kharne Alpha 1 Available
« on: April 01, 2009, 09:00:24 AM »
Oh, there's already a standard windows hint that comes up whenever you hover over it for a second or so, but I'll look into what you suggest!

81
Programming / Re: Kharne Alpha 1 Available
« on: March 31, 2009, 07:53:57 PM »
Well, I've been fiddling about with a new UI, to cut down on all the extraneous windows where possible:



Yes, its very Crawl-ey. I know.

82
Programming / Re: Kharne Alpha 1 Available
« on: March 28, 2009, 01:46:58 AM »
Anyway, Kharne Alpha Version 0.01d is now available from:

http://kharne-rl.blogspot.com/2009/03/kharne-alpha-001d-available.html

Changes in this refactoring and maintenance release:

- Spruced up some of the dungeons with additional terrain types and visual effects
- The Abyss is now a completely different map type.
- The Main Screen can now be resized and maximised.
- Clicking on the Main Screen is now handled more accurately.
- The colours of the Portals in the Nexus now correspond better to the Level Type
- Custom Fonts are now added to the system table using the non-blocking PostMessage API Call
- Fixed a bug in the Dungeon Generation code for the Mausoleum and the Keep that could lead to a morass of dead end passages in certain parts of the map.
- Smoothed the maps for the Elemental Plains to remove most freestanding isolated walls.
- Moved the Status Window to the bottom of the main panel.
- When waiting for a direction to dig in, a visual indicator will now be displayed
- You can no longer dig on the town level


Monster AI is actually mostly implemented, but has been switched off for now until I get combat working as well!

83
Programming / Re: Kharne Alpha 1 Available
« on: March 22, 2009, 11:06:01 AM »
You know, you're right. I was being an idiot.

Originally I wanted to have terrain being given different costs depending on the monster type (for example, Ice-based creatures might treat elemental fire as unwalkable), but indeed, there is no need to recalculate terrain costs for every single monster regardless of whither it is needed or not.

For a group of 30 monsters, only recalculating pathing info once at the start of the processmonsters() routine (as opposed to recalculating it for every monster) reduces the refresh from ~100 ms back down to under 1 ms!

I can add in pathing recalculations for specific monsters that need it later. Cheers

84
Programming / Re: Kharne Alpha 1 Available
« on: March 22, 2009, 12:32:13 AM »
http://kharne-rl.blogspot.com/2009/03/progress-report-9-ai-mutterings.html has a video showing the initial development on pathfinding and monster AI.

Best,
P.

85
Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 21, 2009, 08:25:22 PM »
Alright, I've downloaded it, will take a looksie later at it. I'm in the middle of writing an energy/speed subsystem atm for Kharne and its not pretty...

86
Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 21, 2009, 12:46:47 PM »
I can certainly help out, but Kharne is my main project. What did you have in mind?

87
Programming / Re: Roguelike Game Engines or Developer Wanted.
« on: March 20, 2009, 09:17:21 PM »
I'm writing my own Roguelike in Delphi (which is basically Object Pascal), and I've coded professionally in Pascal for nigh-on a decade, so I'd be happy to help out with any Pascal queries you've got.

88
Programming / Re: Kharne Alpha 1 Available
« on: March 17, 2009, 10:43:42 PM »
New version (Alpha 1b) available which fixes a few annoying bugs and boobs that people have had.

Get it via http://kharne-rl.blogspot.com/2009/03/kharne-alpha-1b-available.html

Best,
P.

89
Programming / Re: Kharne - coming soon
« on: March 15, 2009, 09:11:53 PM »
Not at the moment. Eventually, I hope so.

Anyway, I've released an Alpha version, more of an interactive demo really, and you can get it from here:

http://kharne-rl.blogspot.com/2009/03/kharne-alpha-1-available-for-download.html

Enjoy!




90
Programming / Kharne Alpha 1 Available
« on: March 09, 2009, 01:25:00 PM »
(Edit: see below)

Shamed into action by the 7DRL folks, I've decided to release an alpha
version of the rewrite of Kharne this coming weekend or so.

Many features will be missing, and gameplay is non-existent yet (its
more of an interactive demo than anything else really), but it will give you an idea of what to expect when the game is finally finished (in the year 2112, probably).

Random screenshot:



It will be downloadable from the Kharne Devblog, http://kharne-rl.blogspot.com/ soon!

Feedback and criticism will be sought and most welcomed.

Best,
Dave


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