Friday 11 October 2013

New Update Posted! Version 0.1

 Uploaded Version 0.1 one just now, with some niffty features.

 As with every update, I shall now go into detail.

 Creature Loot
This was a long time coming, and I finally saw an efficent way to go about it.
It opened up a great opportunity to introduce new rarer items.
While not every creature currently drops loot, a good majority of them do, and all but one are unique new items.
 I feel this could lead to some interesting mechanics later down the line, and in the mean time make the dungeon crawl just a little more fun.

 Inanimate
I am a big fan of inanimate transformations, so I felt bad my game was unable to support them.
I've changed that now, so hurray, more progress twords  the game being as good as it can!
Break Out felt like a natural choice, since you're attempting to 'break out' of a transformation.
I'm not sure about how I handled the humanity loss when you miss though, as it's just random and does not depend on any variables.
 I may change that in the future.

 Poisons
Pre-update did you ever get turned into either of the trap transformations?
No? I thought not.
The decision to make them into poisons was discussed and well received, so it had to go in.
I've also changed the Frog poison icon to be less telling, as I prefer an air of mystery to what the player is transforming into.
 All three poisons have the same icon, but all three have a different tooltip that gives hints. (Did you know you can mouse over status icons for detailed info? I bet many people miss that.)

Player Icon
I mentioned earlier that I dislike icons and logos appearing in game. 
The transformative nature of the player in this game made it difficult to have them as anything but.
However I feel the cloak is a good way to go about it. It could cover up most changes without complaint.
The addition of icons for each ending will also aleviate the static nature of the player.
In the future I want to add a full graphic for the player that changes with them so people have an image of themselves as well, however this requires money and artistic talent I don't have.

 What's Next?
I have a few ideas in my head still that I didn't feel I needed to delay the update for.
I will be giving them an attempt over the coming days.
Of course there are fixing any possible reported bugs as well.
Hopefully I will get a few submissions and have to spend some time implementing those as well.
But what I REALLY want to do is advertise the game a little.

7 comments:

  1. Thank god you are so active! just wondering, are you still in need of writers or anything?

    ReplyDelete
    Replies
    1. Always.
      Check the "Submit Content" page for all the info on writing new transformations and creatures.

      Delete
  2. Hey Capricorn, congrats on your latest updates. I hope to see you using the graphics I drew for you soon. ^w^

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  3. Bugs/Suggestions - Hope these help :)
    - Speed up sleep (Nothing's really happening anyway)
    - Speed up Berserker and Duelist combat (Initial start needs a spacebar prompt instead of timer, and each hit could be sped up a little after a success/fail. For Duelist, the return hits [blue] take MUCH longer to 'home in' than the blocks[red])
    - Massive Dungeons with max enemies are slow to generate (like 10 seconds) as well as actually laggy when playing through them, making Berserker combat even more difficult
    - Rogue Combat dice rolls need to be offset by levels or something. Level 1 rats beating lvl 10 hero with 10x defeats in a row on Pushover difficulty is a non-starter for me :/
    - Sleep doesn't wake (or even need to wake) your hero in Rougue Combat

    ReplyDelete
    Replies
    1. I'll speed up sleep. I slowed it last update because I wanted to slow down the inanimate turn skips, but I can change speeds separately.

      I'll see about space bar starting combat as well.

      The lag caused by max enemies and max size is unavoidable. The engine can only handle so much, and it's barely able to handle normal.
      The larger size and activity settings are for crazies.

      Still tooling with the Rogue combat.

      I just checked a few times, being hit while in Rogue combat while asleep does wake you, and it does lock your die to stay at 1. I don't know what you mean. Perhaps you woke up right before the enemy moved? The counter ticks down before movement takes place.

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  4. More Bugs/Suggestions
    - Suggestion: Make the statues like the pools of water in other Rogue games when you are not yet fully TF'd. ie: Random effects - mostly bad - and runs out after a certain number of drinks (making it not work as a Restorative if TF'd)
    - How about being able to use items just before starting the battle?
    - A potion/scroll/item to repair your stuff (or 1 random broken item you own)
    - When using WASD to move, windows starts dinging at me after battles and I have to alt-tab back and forth to make it stop
    - Selling/Using multiple items at once? Or just not deselecting an item stack after interaction
    - Double-Click item use (or sale when at shop) would be awesome
    - Using boulder-break armor with No-Hunger mode still applies the hungry debuffs. Actually, the hunger bar jsut seems to be invisible since eating makes them go away in much the same way
    - Some kind of prompt or maybe needs to press the direction twice to break walls with boulder-break armor would be great. I keep breaking them by accident
    - Type-O during 3rd or 4th Sporeslut TF: "... briefly, as yur breasts..."
    - Type-O in Sporeslut TF Description: "Your hands and pale and spongy."
    - Perhaps constitution or toughness could increase the max limit on the hunger bar?
    - Boulder-Break armor hunger is negated when fully TF'd into a Sissy. I'm just running around killing all walls :D
    - Type-Os in Rat TF Description: "Your face is an furry rats face", and "... covered is smelly, matted..."
    - Type-Os in Slime TF Description: "Your arms are strechy and long, with green good dripping..." (stretchy)

    I really liked the dragon TF. Looking forward to more enemy interaction at the end of TFs

    ReplyDelete
    Replies
    1. If I were to add pools of water, they would be separate from the statues. However I am not sure what I would have them do that is not in game already.

      I made battles wait for the space bar, giving you a chance to use items.

      No repair items unless I can come up with another use for the Blacksmith. I don't want her to be useless.

      Made double clicking work.

      Fixed No Hunger, as well as Boulder Break when Game Over'd.

      Fixed all those typos.

      Will be uploading this version soon.

      Delete