Author Topic: Delver (now at alpha 8-30-12)  (Read 7886 times)

getter77

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Delver (now at alpha 8-30-12)
« on: April 12, 2012, 11:59:04 AM »
http://www.delvergame.com/
http://forums.tigsource.com/index.php?topic=24764.0
http://www.youtube.com/watch?v=dattsmkfzhU

Quote
Delver (name not finalized) is a project I've been working on to combine the mechanics of games like Ultima Underworld with the depth and replayability of a roguelike.

What's done so far
Rendering engine running on PC / Mac / Linux / Android
AABB physics system
Melee combat
Rough NPC pathfinding
Switching between levels
Level loading from static files
Saving / loading / permadeath
Basic inventory system
Randomly generated dungeon floors
Main menu
Basic mod support

Next up
Options menu
Character sheet
Add more dungeon types / monsters / items (double the dungeon size from 5 to 10 floors)
Ranged combat (bows and magic?)

Long term
Overworld and NPCs?
Dungeon editing mode? (share your own dungeon?)

Windows 7 users: You may need to run from a different folder than the download folder to save / progress beyond floor 1.

Quite far along, Notch already tweeted enthusiastically about it, and a good concept of reckonings so I suspect a bright future for this so long as the dev pace doesn't hit any major stumbling blocks.   8)
« Last Edit: August 30, 2012, 07:36:57 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Delver (now at alpha 4-21-12)
« Reply #1 on: April 24, 2012, 11:50:24 AM »
Hard to track, but:

4/21

https://play.google.com/store/apps/details?id=com.interrupt.dungeoneer  Now also available on the Android market for $4 and entitled to all future releases---the plan being for it to keep sync with the desktop version as dev is indeed moving quickly and the potential for a couple weeks of delay between version approval in Apple-country was too much.

* Fixed some alpha blending issues with the GL10 path
* Added support for more than one game screen, switched the game over message to it's own new screen
* Death screen is 30% less blindingly red
* Game is now winnable, added a win screen that is shown when you escape with the Orb (Will need to start a new game for this to work)
* Added level change screen to hide loading on mobile devices
* Bunch of mobile control tweaks
* Blood color can be set per monster now (no more bleeding skeletons!)
* Tweaked torch lighting to waver a bit more
Brian Emre Jeffears
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getter77

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Re: Delver (now at alpha 5-4-12)
« Reply #2 on: May 05, 2012, 12:44:12 PM »
Now sporting an official site as well:

http://intrrpt.com/delver/

Stream up updates from last time up until the current version of 5-4-12:

Quote
-Generated dungeons are now in game! (Run from a different folder or delete your saves to generate a new dungeon)  I'm not placing ladders yet so there's no way to progress beyond level 1, but the bulk of the generator is in game now. Still tweaking it to not make dungeons as twisty and confusing as Daggerfall, which it has a tendency to lean towards right now.
-Dungeon generator makes fully playable floors now! Also got rid of the reaaally long hallways.
-Looking into the choppy mouse movement - have an idea what's going on.
-updated the Android version with input fixes and the random dungeons
-* Reworked tessellator to fix crashes when tessellating some generated levels
* Added numbers to hotbar
* Fixed mouse input getting jittery when FPS fell below 60fps - still some tweaking to do here
* Android specific fixes
  * better control, now is using a more traditional FPS scheme
  * performance fixes - disabled generating of grass and rocks for now (totally killed performance on some phones)
  * fixed music related crash
-* Added dungeon tiles
* Item stats shown on hover
* More android control fixes

New soft buttons for the mobile version - attack and use:
-* Performance fixes
* Fix for not being able to attack while moving on Android
* Added safe starting rooms to the dungeon generator, won't get mobbed as soon as you go downstairs anymore
* Nerfed enemy mage, doesn't regen magic as fast which limits their ability to fire missiles
* Fixed speed enchantments
* Increased dungeon size from 5 levels to 7
-* Fix for some configurations complaining about a non power of 2 texture for the map
* ? ? ?

I probably should have started on the options screen today, but it's Friday and I wanted to do something fun instead.
Brian Emre Jeffears
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getter77

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Re: Delver (now at alpha 5-10-12)
« Reply #3 on: May 13, 2012, 01:23:04 AM »
5-10-12

Quote
-Fixed the stairs issue, was some weirdness with savegame loading. Sorry everyone
-Messing with the combat system today to make armor play more of a role:

* Initial chance to dodge is 50%, if the enemy you're fighting is the same level
* The spread between your level and the monsters makes that chance increase or decrease, a monster 5 levels above you will almost always hit, one 5 below you will mostly miss
* When hit, armor does a straight-up damage reduction for physical attacks (not magic)

-* Super basic mod support
* Support for any size textures, not just 16x16 anymore
* Balance tweaks, monsters on lower levels hit a bit harder and have an accuracy boost due to armor having more of a role now
* Hitting escape brings you back to the main menu, instead of just quitting altogether

-* Playing torch sound on main menu (moody!)
* Fixed a bug with sound doubling up when going back to the main menu and starting another game
* Moved the dungeon setup from a hard coded system to a data driven one to make it easier to do stuff like have per-floor music (and better mod support!)
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Re: Delver (now at alpha 5-15-12)
« Reply #4 on: May 16, 2012, 11:54:36 AM »
5-15-12

Quote
* Map now shows walls, highlights exit door
* Re-encoded all sounds as oggs to lower file size and fix some Android issues on CM7
* Fixed a rare saved level loading bug
* Some graphical tweaks
* Added random credits to the splash screen
* More work on the options page, not visible yet
* Boss lich looks more boss-like
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getter77

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Re: Delver (now at alpha 6-1-12)
« Reply #5 on: June 06, 2012, 11:55:13 AM »
6-1-12

Quote
* Escape now closes the inventory instead of quitting when it's open
* Fixed bug where returning to the main menu and resuming a game could stop mouse look from working
* Super basic options screen
* Better layout on the Options Screen
* Options screen resizes to fit screen size
* Added UI / HUD Size slider to the options screen
* New item type - food!

Right now food just heals you slightly, I'm thinking of taking out the automatic health regen and have food give you the same health regen status effect for a time.

* Android related fixes to the options screen, will be pushing out an update with it today
* Working towards a unified spell system, where the spells attached to a monster, wand, or scroll can be data driven
* Added a beam spell using the above spell system! Attached to the lightning wand right now
* New enemies
* Status effects - can now be poisoned
* Removed auto health regen, now eating food gives a restore health status effect for a time
* Implemented per-level music, data driven through a field in data/dungeons.dat
* Wired up the rest of WhileWolf's music
* Added mushrooms, and glowy mushrooms to help break areas up a bit visually
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Re: Delver (now at alpha 6-1-12)
« Reply #6 on: July 30, 2012, 11:51:42 AM »
7-17-12

Quote
* potion effects are now randomized on new game startup
* full health (eg: "you feel restored") now clears any status effects - like poison
* Fixed crash when drinking restoration potions when the player hasn't had any status effects yet
* Added traps that can be triggered by the player / monsters / other objects. Current trap is a splash damage explosion, planning to add teleportation, poison, and projectile traps.

Those traps are always visible, once more player stats are in their visibility will be determined by distance from the player adjusted by the perception stat.
* Reduced number of traps
* New trap types: teleportation and poison
* Added new tiles by Leonick
* Some new music from WhiteWolf
* Rendering improvements for mobs
* Fixed issue where sprite clamping was including pixels from the next sprite (Joshua's bug)
* Scrolls!
* Updated level format to be able to set the default textures for a level
* New look for the lower levels
* Fix for custom themes not loading unless they were one of the predefined ones (dungeon, cave, goblin, undead)
* Lava! Not added to any of the map tiles yet but is implemented. (Color: #ff5a00)
* More entity alpha values. 90: monster, 91: loot, 92: key
* Fix for mod loading being broken on Android ( will push out this version after more testing )
* Added a new spawnsMonsters value to a level, controls whether that dungeon level will spawn monsters when the level is cleared
* Waterfalls and lavafalls! When a water or lava tile is above the surrounding floor, the sides of the tile will use a different texture and the water shader
* New intersection tile with lava
* Dungeon generator now looks for info.dat files in the theme directory which can add custom objects to the level format.
* Fixed issue where the game was failing to load custom generator themes (like the caves)
* Added mesh loading, check out the info.dat in DungeonTiles for an example on how to place a mesh
* Animated waterfalls, they now flow as they should.
* Mesh rendering fixes (fog and static lighting now are applied properly)
* Fixed issue where textures.png wasn't able to use new textures when it was given more room
* The 'F' key puts the game in a proper fullscreen mode now. yay!
* Tracked down some memory leaks, including a bad one on level change
* Lightmap data is now only stored for tiles that actually need it, saving a ton of memory for most levels
* Performance improvements for mesh rendering
* Moved all decoration spawning from being hardcoded to being in the dungeon generator info.dat files
* info.dat entries without a set pixel will match to empty tiles
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getter77

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Re: Delver (now at alpha 7-17-12)
« Reply #7 on: August 30, 2012, 07:36:44 PM »
8-30-12

Quote
* Fixed fallback GL1.0 renderer crash
* Fallback renderer now can show the map again
* Lighting fixes when loading levels exported from the editor
* Cleans up sound & music when returning to the main menu (not a big deal on PC, huge deal on Android)
* Fixed music stopping on level change
* ? ? ?
Fuuuuuuuuuuuu:
* Fixed: Boss and orb were not spawning on the boss level, making the game unwinnable
* Fixed: Audio never unloading on level change, causing the audio system to run out of channels by level 7

Other stuff:
* Using new separated drawable system, let me know if anything renders weirdly
* Glowy mushrooms replaced by glowy crystal meshes
* Initial support for bows and arrows, not accessible yet as they're still half baked
* Performance improvements / fixes for the new drawables system (should fix mouse lag?)
* Switched all Squareroot calculations (distance checks) to Carmack's fast inverse squareroot algorithm
* Reduced crystal texel size
* Fixed messages persisting after a game is unloaded
* Flying enemies no longer can fly through ceilings

* Beam weapons now way fancier
* Beam weapons travel through mobs, keeps going until it hits a wall
* Explosion effect for magic missiles
* Wands now show number of charges remaining above inventory icon
* Fixed meshes (like crystals) not drawing in the fallback GL10 renderer
* Implemented item stacks (used for arrows now)
* Bows and arrows! Not animating in first person yet. (press the 'O' key to spawn a Bow, for testing purposes)
* Added bows and arrows to a new ranged weapons items list in items.dat, used for level and monster loot

* Wand explosion now has a few frames of animation so that it doesn't just hover there
* New hit effect for mobs using one of Seiseki's animated particle examples:
* New teleportation effect, also using an animation from Seiseki

* Graphics for particles moved to a new particles.png file so animated particles don't clutter sprites.png
* Fixed issue where fast playing animations would skip the first frame
* Windows now places a Delver folder in /My Documents/My Games/ which is used for mod loading and savegames, instead of looking in the working directory. Will fix people's issues where the working directory was set incorrectly and therefore crashed when saving

* Possible fix for jerky mouse movement
* Performance improvement: frustrum culling for rendered meshes, based off their calculated bounding box
* Meshes now use the same shader as the level geometry
* Crosshair when charging an attack for a ranged weapon (junk, bows, wands)
* Charging animation for bows
* Attempting to draw a character not in the font no longer crashes the game, will instead display '?'

* Reverted input changes from last version, will fix hotkeys
* Message to pick up an item now shows it's stats
* Added a minimap in place of the map icon

* Minimap is now displaying when using the fallback renderer
* Fixed waterfalls being hidden in the fallback renderer (still not animated though)
* Fixed mesh coloring in the fallback renderer
* Reverted the Windows savegame folder lookup, now looks alongside the working directory again while I iron out some issues with saving in My Documents

* Fixed upscaled sprites being the wrong size
* Arrows now use the beam rendering code instead of being meshes

Delver continues forward at a generally monstrous pace.   :)
Brian Emre Jeffears
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