Author Topic: Lanarts (now at 8/22/13 v0r12)  (Read 17232 times)

getter77

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Re: Lanarts (now at 9/11/12 v0r7)
« Reply #15 on: September 12, 2012, 12:29:08 PM »
Congrats on yet another release, seems to momentum is carrying on along and you got some new enemies care of a contributor.
Brian Emre Jeffears
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ludamad

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Re: Lanarts (now at 9/11/12 v0r7)
« Reply #16 on: September 12, 2012, 01:01:07 PM »
Wish I could say I had momentum :) I'm the sole person testing the game these days. I did pick up a contributor my last time posting on reddit, though.

ludamad

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Lanarts (now at 9/15/12 v0r8 ARRP!)
« Reply #17 on: September 15, 2012, 11:58:40 PM »
ARRP Release!

http://adam-dev-blog.blogspot.ca/2012/09/lanarts-aarp-release.html

Quote
Another release in a short time - this one focused on the setup menu mainly.
This release aligns with the ARRP: http://roguebasin.roguelikedevelopment.org/index.php/2012_ARRP
Here are the changes since a few days ago, see also the last post for recent changes:
Made the last boss harder
Made less difficult enemies spawn in later levels
Simplified startup screen into a single 'start' button, press enter to continue. Escape no longer continues.
Speed setting added to start menu, I recommend default setting.

george

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Re: Lanarts (now at 9/11/12 v0r7)
« Reply #18 on: September 16, 2012, 12:18:32 AM »
Hey, this has a really cool feel to it. One thing I would recommend, give arrows a chance to break/stick in the corpse, otherwise the archer is not as challenging.

I've always loved Gauntlet style games so I like where this is going.


getter77

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Re: Lanarts (now at 9/15/12 v0r8 ARRP)
« Reply #19 on: September 16, 2012, 12:30:03 AM »
Congrats on making the party ludamad!   :)
Brian Emre Jeffears
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ludamad

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Re: Lanarts (now at 9/11/12 v0r7)
« Reply #20 on: September 16, 2012, 12:37:02 AM »
getter77 & george: Thanks!

Arrows already have a 10% chance to break (perhaps a broken arrow sprite would communicate this better, or a greater percentage chance - but I already arrows can easily be made hard to retrieve while running away).

 I also acknowledge the archer is fairly easy early on, I lament a little that it seems to be the most common choice since being added, as its had the least balancing/development.

ludamad

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Re: Lanarts (now at 30/12/12 v0r9 ARRP)
« Reply #21 on: December 31, 2012, 03:24:52 PM »


Hi all, if you've been following my git commits you'll know I've been busy!
I did take a month-and-a-half off to create another game, Carny Death Peddlers, unrelated to roguelikes.

I wrote up a nice overview of lanarts development (and my year of game development in general) in time for new years!

http://adam-dev-blog.blogspot.ca/2012/12/my-year-of-game-development.html

As well, I have released a new version. Here is the download link:
http://www.64digits.com/users/ludamad/lanarts-v0r9.zip
« Last Edit: December 31, 2012, 04:00:20 PM by ludamad »

getter77

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Re: Lanarts (now at 12/30/12 v0r9)
« Reply #22 on: December 31, 2012, 03:29:32 PM »
Congrats on all your progress, latest release included---here's to hoping 2013 is an especially bright year for Lanarts and chock full of momentum.

Log for the curious:

   
Quote
-Lots of new items, with new items added for practically every equipment slot
    -A new fighter ability - 'Power Strike', an attack that hits multiple enemies in an area with your weapon, and also knocks them back with a temporary stun. Gained at level 3.
    -Interface improvements, better auto-equip logic when switching equipping projectiles & projectile-using weapons. Spells that are typically used once and then switched to melee no longer default to melee when their key is held. You are now able to use spells without first switching to them (previously two keystrokes were needed to use a not-selected spell).
Brian Emre Jeffears
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ludamad

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Re: Lanarts (now at 12/30/12 v0r9)
« Reply #23 on: March 04, 2013, 05:02:50 PM »
I promise I haven't been lazy with anything but doing Windows builds. Still working on this game with much enthusiasm ! As always contributors welcome (and still quite badly needed!).

Release blog: http://adam-dev-blog.blogspot.com/2013/03/lanarts.html
Download: http://files.64digits.com/ludamad/lanarts-v0r10.zip
Code: http://github.com/ludamad/lanarts

Major changes:

    -  Enemies now do not regen health a bit after hit. This makes enemy packs a lot less annoying. [Credit for idea goes to serprex]
    -  Floating point strictness flags turned out to help a lot with the remaining syncing issues.
    -  Saving the game is much more streamlined -- now you simply need to exit (via shift+escape) and the game will automatically save. Reload the game and hit Continue (or enter), and your game is loaded. I feel comfortable having this the default now since I haven't run into any save-file bugs in a good amount of time.
    -  Victory screen added, you can win the game now !
    -  Scoreboard added, with stats for your previous characters, whether you won, etc. Navigate it with arrow keys/pageup&down if you have a lot of entries.

Minor changes:

    -  Made it easier to distinguish walls and floor in the brick&hive tileset
    -  A lot more code was brought to the lua side, including the menu implementation. The scripting is becoming quite mature, and the game much more engine-like. Documentation to come !
    -  Unit tests moved fully to use UnitTest++
    -  Network debug mode was fixed, logging was made more verbose. Diff'ing logs proved to be very effective rooting out syncing issues.
    -  Game pausing and the steps_per_draw setting work again.
    -  Minor balancing to spells
    -  Added key display overlay for spells, and FPS counter in corner
    -  Moved the wide-open and difficult floor 4 layout to floor 7
    -  More options for hosting games, and the server's options now override client options (whereas before they could be weirdly out of sync)

ludamad

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Re: Lanarts (now at August 22, 2013 v0r12)
« Reply #24 on: August 23, 2013, 02:06:02 AM »
OK. It's been a while ... but lots of new stuff I swear!
This is v0r12. (If you're looking for r11, don't.)

Release blog: http://adam-dev-blog.blogspot.ca/2013/08/lanarts-release-12-now-with-overworld.html
Download: http://files.64digits.com/ludamad/lanarts-v0r12.zip
Code: http://github.com/ludamad/lanarts

Lots of notable changes here

  - There is now an overworld with multiple dungeons!
  - As a result, almost all the areas in the game have been majorly revamped. The red dragon is now on the overworld, a different boss resides in the first dungeon.
  - There is now a new logo, courtesy of Kevin Siapno.
  - Two new spells - Minor Missile, a mana-conserving Mage spell, and Expedite, an archer spell that causes them to move much faster for a short time.
  - Poison Cloud has been moved from the Mage to the Archer.
  - Magic Blast is now a 3rd-level Mage spell.
  - Minimap is much more visible. You can click to adjust zoom level, right click to look around.
  - [Code-only] The Lua code has been refactored to be much more modular, and has grown significantly. The area generation code has been rewritten (and improved, in the process) in Lua.

Screenshot:
« Last Edit: August 23, 2013, 02:12:06 AM by ludamad »

getter77

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Re: Lanarts (now at 8/22/13 v0r12)
« Reply #25 on: August 23, 2013, 02:24:37 AM »
Looks to be some excellent gains---nice to see a surprise return!   8)  Heh, getting about that time of year I expect dramatic reveals to get held onto in the shadows until ARRP 2013 in just a few short weeks though.   :D
Brian Emre Jeffears
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ludamad

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Re: Lanarts (now at 8/22/13 v0r12)
« Reply #26 on: August 23, 2013, 07:20:43 PM »
Thanks for the continued support :-) I will try to prepare something nice for ARRP 2013.
Cheers to the ~1year anniversary of me discovering this post :-)
« Last Edit: August 23, 2013, 07:22:26 PM by ludamad »

ludamad

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Re: Lanarts (now at 8/22/13 v0r12)
« Reply #27 on: September 21, 2013, 06:53:36 PM »
OK. Just checked and realized ARRP was today. No ARRP release, lots of progress though:
http://adam-dev-blog.blogspot.ca/2013/09/lanarts-devblog-for-release-13alpha.html

My last release will have to approximate the ARRP release, sadly. I'm overhauling too much to possibly get in stable by tomorrow.
Happy hacking all and have a great ARRP,
-Adam

getter77

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Re: Lanarts (now at 8/22/13 v0r12)
« Reply #28 on: September 21, 2013, 07:28:36 PM »
No sweat, the important thing is how many nifty bits you now have coming together with that dev momentum---keep at it!   8)
Brian Emre Jeffears
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