Tuesday, May 12, 2015

Unlockable character races

The feature is in. Fairly simple in the end, and a fun one that I've had at the back of my mind for quite a while.

Gnomes are in too, unlocked when you visit Mnesus in Aenen for the first time. They need some art and text content creation, but I've put that on the bench in favour of trying to complete the year-old foe template refactor.

Wednesday, April 29, 2015

Conditional Changes

Updates to condition handling are in. Poisons, curses and diseases are collectively called afflictions. Conditions can not be unidentified; afflictions are now such by default. Identification is needed before a condition can be removed - this will be done via spell effects and special abilities.

Conditions can now apply repeated spell effects to the bearer. This lets one model the typical Wizardry Disease condition using configuration: 1% chance of nausea every turn, and so on. It's not limited to afflictions or negative conditions, so there are some interesting possibilities for buffs and other effects.

Condition effects can also be non-unique now, and again afflictions are set up as such. So you can have multiple different diseases in effect.

As usual, content additions are lagging behind. But we'll get to that later :)

With this rather grim work, it's on to something more fun: unlockable character races.

Sunday, March 22, 2015

March Update: The Journal

The Journal infrastructure and UI is there. Much of the actual content is done thanks to some judicious calls to log FlavourText events and NpcSpeech events to the journal. Quests remain, but I'm leaving it that way for a future Quests rework.

The Journal could also use the searchability, maybe the ability to add your own notes, maybe integration with the Map. Again, for the future.

Next up is Afflictions. Curses, Poisons and Diseases will hopefully become a lot more interesting.

Here's a Journal screenshot, right after having started the game.
Function over form for this feature, methinks.

Tuesday, February 24, 2015

Feb Update

Work on the journal system has been progressing fitfully. I guess it's not the most glamorous feature, which is why it's getting added so late.

Not much else to report.

Wednesday, January 28, 2015

Resting

... is what I haven't been doing. Two small kids is tough.

I have made some progress on the hobby project, wrapping up the Resting Refactor. Resting is now a much more interesting encounter. Not the least interesting is the introduction of supplies as a party resource, without which resting does not regenerate resources.

More on resting later perhaps. For now, here are some screenshots.

Beginning to rest.

Resting in progress

Saturday, December 13, 2014

Dec (lack of) Progress Update

No significant work has gone on for a while. I'm anticipating more time in the new year, but that remains to be seen.

So there won't be a December release. Enjoy the festive season!

Saturday, November 8, 2014

Nov Update

Not much to update you on. I have started some work on the resting refactor, so that's in flight. I've played a few days of Papers, Please, which I can recommend. But have not yet had time to finish.

Otherwise one infant, one toddler and one day job have been taking up nearly all my free time. Much the same is to be expected for the next few months, so I will probably not be making a December release.

Saturday, September 20, 2014

Source code moved to GitHub

Escape From The Maze source code is now hosted on GitHub. Source code downloads will no longer be hosted on SourceForge, although releases still will be.

With a bit of luck this will make my dev environment a bit more portable. Time for working on the hobby project remains short, but we'll see what can be done.

Thursday, August 28, 2014

Dana Cameron McLachlan

Our second child was born this month, a healthy daughter at 3440g.

That and work commitments have resulted in zero progress on the hobby project since the June release. While development is rather in stasis, I'm going to take a look at migrating the code hosting to GitHub.

Saturday, June 28, 2014

v0.914 released

v0.914 is out the door, available on SourceForge.

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v0.914 (30 June 2014)
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Features
 - Implemented DIYComboBox
 - Redesigned player character Widget
 - Rearranged zone info, movement options, and combat options
 - Redesigned player character action selection in and out of combat
 - Implemented the level ability progression code for character classes
 - Renamed Yeti race to Mirka
 - Renamed Troll race to Neotroll
 - Renamed Salamander race to Hynobi
 - Renamed Warrior class to Berserker
 - Renamed Thief class to Burglar
 - Renamed Gypsy class to Kitsune
 - Renamed Illusionist class to Enchanter
 - Renamed Adept class to Kamunushi
 - Implemented StoryBoardEvent and added a new introduction sequence
 - Implemented Quick Start with random party generation



As I mentioned previously, in many ways this is one of the roughest releases since v0.9. A lot of features have gone in.

Progress has been stalled this last month, partly due Xenonauts being released. More features will come before stability returns. The second half of 2014 will be a busy one, not the least as our second child is arriving in August. If all goes according to plan I will be releasing another cut of Maze in December, we will have to see how many features get in.