Sunday, December 1, 2013
v0.912 (1 December 2013)
- Refactored Foe and PlayerCharacter to share common data model
- Added a proper Inventory class, for use by PCs and foes alike
- Added suggested names per race+gender to character creation
- Added alignment, font and text colour properties to text areas
- Redesigned the character creation wizard
- Refactored starting kits into a first class data item
- Detailed names and flavour text for class starting kits
- Improved searching by name on spell display widget
- Swapped available spellbooks of Sorcerer and Magician
- Swapped available spellbooks of Priest and Adept
- Swapped available spellbooks of Witch and Cultist
- Added font size config property
- Increased default screen resolution to 1024x768
#53 Display class changing requirements in UI
#54 Monster counting bug
#57 Cannot edit some modifiers on level up
#58 Chivalry never practised
#59 Combat modifiers not practised
#60 Kepnasha encountered in COC
#61 List things affecting a modifier
#64 Spellbooks to indicate which magic school they belong to
#65 Many spellbooks have "to equip" requirements
#68 Examine balance of combat modifier practise
#70 Steal modifier does not practise
#71 Critical hit modifiers do not practise
#72 Powercast not practising
#73 Golden apples and Magic Nectar crash the game
#74 Theft spell hangs the game
#75 NPC speech detection is case sensitive
#76 Spell level limits to not work
#77 Cure poison spell crashes the game
#78 Sporadic crash opening waterfront villa chest
#80 Chamois Skirt has "reserved15 +1" modifier
Tuesday, November 26, 2013
Here's some screenshots.
|In the Gatehouse at 800x600|
|In the arena at 1024x768|
|Class selection at 800x600|
|Class selection at 1024x768|
Next task is to package up and release 0.912, drawing a line under the last six months of tinkering. Time is limited, and I'd like to do a bit more regression testing this time, so I guess it'll be out in a week or two.
Monday, November 11, 2013
I've been working away at the bug and small enhancement backlog. Highlights include displaying class changing requirements during the level up wizard and ensuring that every modifier increases practice at most once every round. Starting kit data is almost all complete too, pending some balance though.
Another few fixes and I will roll up a release for distribution. It seems like a six month release cycle is where we're at right now.
Monday, October 21, 2013
Wednesday, October 16, 2013
I've also been fixing some of the bug backlog, some good fixes going in there.
Other free time has been spent on Swords & Sorcery: Underworld and Occult Chronicles. Both great, I highly recommend them. Alas the little boy isn't going to sleep on my lap in front of computer games any more. My future gaming time may suffer as I'm forced to react to his new found mobility...
Monday, September 23, 2013
|1: Race and gender. Would be nice to have a character race picture somewhere here, but that can wait I guess.|
|2: Character class (and spell books if applicable). Looks like there will be a problem fitting in more classes, I may need to make a plan.|
|3: Starting kit. Includes flavour text, modifiers and the actual list of starting items. This replaces the Modifier assignment step.|
|4: Spell selection. This only appears for character classes that start with spells. Random doesn't work yet.|
|5: Finally, personal details. Name, portrait and personality are assigned here. It also displays a summary of the character's starting modifiers, the sum of race, class, gender, and starting kit.|
As part of this work starting kits have been normalised out into their own database table, rather than being an atribute attached to character class (and race in the case of Faeries and Dryads). I have a lot of work outstanding writing flavour text for all the various starting kits. That will happen over time.
I'm feeling like I should get back to the foe AI, but we'll see how it goes.
Monday, September 9, 2013
The work is not yet complete, but the new design is a lot more consistent and fun to use than the old. It now goes Race & Gender -> Class -> Kit -> Spells -> Name/Portrait/Personality.
Race/Gender and Class both benefit greatly from redesigned screens. Kit gets a whole screen and will become a "first-class" choice. Moving the personals section to the end adds some focus to those details.
Kit choice! Kits will include their own descriptions, names (they're currently named after the primary weapon), and a set of modifiers that replaces modifier assignment. This will make for a great chance to add some flavour, and hide new players from the complexities of weapon attack modes and spell book favoured modifiers. A redesigned screen will give me the chance to display all the starting items of each the kit for inspection by the player.
Work outstanding is the redesign of the kits screen, and a lot of
Sunday, August 25, 2013
Monday, August 12, 2013
This has an some indirect impacts on loot drops. First, each foe now generates loot prior to combat rather than all loot drops being generated at the end. This open up some interesting options for theft/breakage/other impacts in foe items that I had planned many years ago but never come close to implementing. Second, foes that rely on equipment (hirebrands, leonal knights, etc) will now drop stacks of loot. I may need to work in some kind of destruction of items before dropping them, and will probably need to implement the long-dreamed of party-inventory.
Opening one door always reveals more doors to explore beyond, but these ones are for further in the future.
Hooking up actual foe behaviour to equipment and the GOAP AI will be a lot of work still, so I may have a go at cleaning up the open bugs and cut a release before tackling it. We'll see.
Monday, July 22, 2013
Character races can now be assigned natural weapons, but the player can't yet make use of them. In time, in time. Races and character classes will also receive multiple spell-like abilities, rather than the current single special ability. Those two changes will need a UI update...
On the other end of the change, I've written a simple Goal-Oriented Action Planner in a reasonably general-purpose way. World state is stored in a set of booleans. Given the starting and desired world states and a set of actions that each have a cost and change the world state, the AI can plot (via an A* graph search) the least-cost path to the desired world state. Credit goes to the GPGOAP project for showing me how easy such a thing could be to implement.
So the end game in sight is that every UnifiedActor can express a list of possible combat actions every round. Players select them via the UI. Foes will run their list of actions through the GOAP AI and use what pops out. We're still some way off from that, and the magic will be in expressing cost and world state changes of every single foe combat option. Garbage in will mean garbage out, as always.