Author Topic: Kharne Alpha 1 Available  (Read 48575 times)

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #30 on: September 15, 2009, 03:15:36 PM »
Another bug fix/incremental version out - 0.03d

http://kharne-rl.blogspot.com/2009/09/kharne-003d-available.html

List of changes:

    * Bitstream Vera Sans Mono is now the only font used throughout the entire game.
    * Ranged/magical attacks for monsters now use differening appropriate and meaningful ASCII symbols.
    * Ranged/magical attacks for monsters now are described correctly (and differently from melee attacks).
    * The status/info panel can now be hidden (F1/F2 to toggle).
    * Grammar and punctuation has been corrected in various locations throughout the game.
    * The Monster description window has been removed from the game.
    * The Item popup window has been removed from the game.
    * OOD Monsters and Uniques have had their stats adjusted.
    * Wearing and removing magical items now produce additional atmospheric messages.
    * The magnitudes of item enchantments have been modified.
    * Attacking with a missile weapon now produces appropriate feedback in the message log.
    * Monsters that haven't detected the player yet are grayed-out.
    * Monsters can no longer critically hit the player.
    * Skill levels now contribute to Game Score.


I'm going to have to start adding new features soon (i.e. potions/scrolls/magic) but I've been too busy with my part-time degree recently.

Best,
P.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4955
  • Karma: +3/-1
    • View Profile
Re: Kharne Alpha 1 Available
« Reply #31 on: September 16, 2009, 01:23:13 AM »
Keep at it!  Degrees can be nifty things when they work out correctly.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #32 on: September 27, 2009, 10:35:45 PM »
Two versions out the door. 0.0.4 and 0.0.4a:

0.0.4 changes:

* Character Creation functionality has now been incorporated into the main window and no longer uses an external DLL.
* The inventory screen has been redesigned.
* Multidrop functionality via the keyboard has been implemented (press 'd').
* Eating functionality via the keyboard has been implemented (press 'e')
* Added PseudoIDing of items held in the inventory for a certain amount of time.
* Added key summaries to the bottom of each subscreen.
* Monsters have had their hit points and damage increased.
* The application should now exit correctly and not hang around in memory.
* Upon levelling, two appropriate skill categeories for each class are now increased by 1.
* The chance of cursed items appearing has been more than doubled.
* Added an item view to display detailed item information from the inventory.
* Characters that do not know any magic can no longer access the spell screen.
* The character dump now displays the monster kills for the character.
* Monsters that have special plurals should now be referred to correctly in the plural form.
* Fixed a few minor spelling mistakes in the character dump and a few layout mistakes on the high-score screen.
* Female characters should no longer be referred to as "he" in the character dump.
* When digging a reminder is now displayed of the keys used.
* Drinking from fountains now uses a turn up.
* Monsters in zones are now scaled more appropriately.
* Not wearing any armour at all will significantly increase the rate at which the defense skill is learned.
* The character 'back' slot which was never used in game has been removed.
* Sneak attacks are now flagged in the message log.
* Thieves now get extra sneak-attack damage when using ranged weapons.
* The thievery skill now grants a chance to open and close doors without allowing monsters to react.
* Monsters that are carrying items no longer have their items disappear on death when killed in ranged combat.
* The change in 0.03 to not display messages upon opening and closing doors has been reversed.
* Trying to open or close doors when there are no doors in range will produce an appropriate message in the message log.
* Opening doors as part of movement will now cause a turn to pass.
* Tunnelling now takes only half as long.
* Tunnelling now displays a message indicating if it has been aborted due to nearby monsters.
* Attempting to tunnel through impassable walls now doesn't use up any time.
* Trying to dig on the town level results in a warning message.
* Walking into walls now uses up a turn.
* The rate at which subterfuge skills are learned has been dramatically increased.
* The rate at which ranged combat skill is learned has been dramatically increased.
* Trying to pick up an item with a full inventory no longer gives the message that an item has been successfully picked up.
* The message log now reports that Undead monsters are 'destroyed'and Outsider creatures are 'banished' instead of 'killed'.
* Identified items that are cursed now have 'Cursed' as an integral part of their name, e.g. they are called "A Cursed Longbow [-1,-1]" instead of "A Longbow [1, -1] (Cursed)".
* Unidentified artifacts have now the correct prefix in their name.
* Fixed a bug where an error would occur when trying to write a Hiscore to the HiScore table if the table was empty.
* Special terrain tiles are now described correctly inside an elemental invasion zone.


and 0.0.4a changes:

* Blocked repetitive keypressing whilst in character creation to avoid selecting multiple options with the same keypress.
* The various character creation steps can now be undone.
* Pressing [CTRL] on the background tab in character creation will now generate a random background.
* Half-Orcs are now Orcs everywhere in the game.
* Character Dumps should no longer report dwarven characters as halfings.
* Character files which belong to characters who have died are now moved to the morgue subdirectory.
* Upon death, a copy of the character dump is written to to the morgue subdirectory.
* Common items can now be pseudo-ided.
* Fixed a minor spacing error in automatically generated backgrounds.


Some of the 0.0.4a changes were made in direct response to comments on the blog, so I am reading them and this thread.

Now I've got this out of the way, I'm going to have to start on potions and scrolls, magic and saving and loading.

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #33 on: September 30, 2009, 02:21:30 PM »
Just a quick heads-up that the source code for the current alpha of Kharne will be released under the MPL in less than a week's time. I've finished the giant code refactor of doom that I was carrying out and as soon as I write up instructions for installing the necessary APIs and 3rd party VCL components that Kharne uses, I'll put the code up on Googlecode and put a message here.

As far as I'm aware, there aren't many other roguelikes out there written in Delphi and I've never come across the source code of any, so if you're interested in Delphi or even FreePascal check it out.

And then, onwards and upwards!

Best,
P.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4955
  • Karma: +3/-1
    • View Profile
Re: Kharne Alpha 1 Available
« Reply #34 on: September 30, 2009, 07:33:26 PM »
http://www.graveyard.roguelikedevelopment.org/index.php?w2=1&gra=14&dzial=graves&dzial=zombies&gra=5&

Did old Star Rogue not turn out to have anything useful to view then?  T'was the only other Delpi one I found a ways back...
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #35 on: September 30, 2009, 11:19:37 PM »
Yeah, source was never released, as far as I can tell.

Best,
P.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4955
  • Karma: +3/-1
    • View Profile
Re: Kharne Alpha 1 Available
« Reply #36 on: September 30, 2009, 11:34:29 PM »
Yeah, source was never released, as far as I can tell.

Best,
P.

Drat...guess that'll make that one quite a ways harder to wrangle down the line within my longterm plans.

Yep, this'll be the standard bearer for the language then once all is where you want it to be---exciting!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #37 on: October 01, 2009, 12:25:21 PM »
Heh. That's probably deeply worrying...I still think the code, even after the refactor, is sub-optimal in many places.

I've just written the instructions for compiling that will accompany the source code so the only thing left to do is package and release it onto googlecode

And then I've got to look into setting up a repository and so on.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4955
  • Karma: +3/-1
    • View Profile
Re: Kharne Alpha 1 Available
« Reply #38 on: October 01, 2009, 01:07:12 PM »
Just gotta keep at it bit by bit until it looks about right to ya.  Perhaps some other Delphi folk will pop around once it is up and illuminate some bits on it.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #39 on: October 01, 2009, 01:22:08 PM »
Just gotta keep at it bit by bit until it looks about right to ya.  Perhaps some other Delphi folk will pop around once it is up and illuminate some bits on it.

Hopefully!

Eventually, I do want it to be cross-compilable with minimum effort on Lazarus/FPC.

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #40 on: October 01, 2009, 11:08:01 PM »
Ok, Kharne is now officially open-source.

v0.0.5 has been released, and the source is also available under the MPL.

Details at: http://kharne-rl.blogspot.com/2009/10/kharne-005-and-source-code-released.html

AgingMinotaur

  • Rogueliker
  • ***
  • Posts: 805
  • Karma: +2/-0
  • Original Discriminating Buffalo Man
    • View Profile
    • Land of Strangers
Re: Kharne Alpha 1 Available
« Reply #41 on: October 02, 2009, 09:38:35 AM »
Congratulations :)

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #42 on: October 03, 2009, 11:20:41 PM »

Perdurabo

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Kharne Alpha 1 Available
« Reply #43 on: October 12, 2009, 09:25:53 PM »
Kharne Alpha 0.0.5b is now available

See http://kharne-rl.blogspot.com/2009/10/kharne-005b-now-available.html for full details (including source)

The big change in this version is the addition of Scrolls (press r to read them). There are currently nine different types of scrolls available, there will be many more added over forthcoming releases.

The full list of changes is:

    * Scrolls have been implemented.
    * Scrolls and potions are no longer PseudoIDed.
    * Hunger is now increased by wearing magical items.
    * Fixed a bug with cursed fountains not causing the character to hunger correctly when drinking from them.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4955
  • Karma: +3/-1
    • View Profile
Re: Kharne Alpha 1 Available
« Reply #44 on: October 14, 2009, 02:44:53 AM »
Congrats on .5b---tis a good decimal and letter so it is fitting that it begets scrolls.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training