Notes on the current release:
I'm still getting the basics in place, but this is the first release that I personally find enjoyable to play. It is very hard, but it does have a win condition (you play as a slave in the lead mines, trying to break out). I personally manage to get quite far in most maps, but expect a steep learning curve, I guess. I'll be happy to provide general and specific hints in this thread, of course.
Features/highlights:
* 8 unique enemies, 7 weapons, 22 skills and perks
* Puzzley combat with revolvers and melee weapons
* Basic character generation
* Configuration menu with options for graphics, keyboard controls, etc.
* Saving/restoring, as well as the option to manually set the random seed for world generation
I'd be really grateful for comments at this point, especially concerning the stuff that doesn't work so well. For instance, is the UI clear (apparently not very, judging from Samildanach's latest post), does the combat system make sense? Is tactical play appropriately challenging? Is it any fun to play around with at all? And should the answer to any of these questions be "no", don't hesitate to tell me why, and maybe even what you think could be better.
Anyway, I'll be slowly working towards a next release, starting out be cleaning up my todo-lists, and hopefully adding/tweaking "something" at least a few times a week. For the upcoming version(s), relatively high priorities will be given to:
* Character generation (flesh this out a bit, generate a proper back story)
* Map generation (the underlying system needs to be formalized more cleanly, encounter tables balanced, more loot introduced)
* AI (currently using stateless AI, so I'll have to add some parameters, flesh out the system a bit)
* At least one other win condition is planned for the lead mine scenario
* Graphics (I plan ambient animations for movement etc., and the current sprites are really just placeholder bitmaps)
* Display typography over the map (for sound effects and monologue)
* Tweak systems and UI, hopefully based on community comments
When most of this is in place, I'll be looking at implement more interesting features, such as an overworld with landscapes, plot lines and quests, a reputation/conduct system, character advancement, a refined GUI, riding, gambling, gay sex, railways, and the kitchen sink.
As always,
Minotauros