Lots of updates. Too many to mention. Alot of changes are untested, hopefully this is all working. Please let me know if you have issues.
fixed end game crash (more missions coming)
player can hold only 3 items/potions
flip enemy and player for direction facing
bloody enemy deaths persistent on map
lots of new sfx added
(known bugs to fix for 0.9 release)
player sprite flipping doesnt pay attention to actions performed on adjacent tiles (such as attacking an enemy)
enemies can traverse through closed doors
draw order can be incorrect when alive enemy is standing on a dead enemy
player sometimes attacks dead enemies when alive enemy is standing on top.
Fixed 'give bug'
Removed music from this version
Included menu selection sound FX
music and some sfx
(hopefully) fixed bug reported by UnsignedFoo. Its a difficult one to test so please let me know if it happens again.
I'm not sure if the music suits the gamestyle. Let me know if its distracting and I'll get rid of it.
edit: just noticed a bug where you can give an item and it doesn't remove the item from the giver. Making a note here so I remember to fix.
3rd mission wasn't loading. It is now.
3 missions in
fixed "use item menu"
active player flash animation
won back lots of characters and tokens from tidying up various bits and pieces.
huge update. Too much to list right now. I Just hit the character limit, I wasnt aware it was a thing until the save @clip command failed on me. I Spent quite a bit of time converting objects to strings to avoid going over the token limit, now I have a new problem :/ Managed to pull out comments and formatting just to get it under for this release. I'll have to do a major refactor of long variable names and make my comments concise.
- 4 spells implemented
- restore life and magic items
- buy better weapons and items at the end of the first level
- heaps of GUI and UX improvements
- first level design in.
- get both characters to the stair case to buy new equipment and advance.
edit: small bugfix with items
Changed title to Pico Quest
Play as two characters (choose from 3 classes)
Cast Spells on enemy and friendlies (heal and fire)
Player stats screen
Give items to friends
Still lots to do. Getting there though :)
At the moment I have the following working:
- player/enemy movement (A star implementation from @richy486 Richard Adem's article in PICOZINE#4 )
- player/enemy attack
- rooms 'wired up' i.e. revealing parts of the board based on opening doors and player FOV
- simple GUI (can send info messages to GUI from any where in code base)
edit: 0.1a updated mission to reflect mission 1 of Hero Quest board game
I'd like to get this to the point of randomised missions so the game has some replay value. Also I'm starved for characters and tokens at the moment, so if I managed to implement a relatively lean random algorithm, I could shave off a heap of characters for use elsewhere (missions are much more string heavy than token heavy atm).
I'd welcome any input from you algorithm gurus out there!
For a bit more information: I don't foresee generating enemies and chests in rooms as much of an issue. More just the problem of pathing. The static map is just walls and floor tiles, I need to generate start and end tile locations, then somehow generate doors that connect these locations together through rooms and corridors. Without making it too much of a straight forward linear progression.
Thanks for the encouragement UnsignedFoo, I didn't think anyone cared about it!
Cheers for the bug report too, I've seen this happen in a few rare instances, I'm not sure why, but it should be pretty easy to fix.
As for a small update, scope wise I will probably end up with 4 or 5 static missions, with my day job and other projects going on, I don't think I'll be able to get all the random gen working for a 1.0 release. But I'd be more than happy to pass it out to the community and see what happens :)
[Please log in to post a comment]