A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Friday, December 20, 2013
v0.913 released
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v0.913 (22 December 2013)
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Other
- Increased spell casting stats for Parched Vultures
- Flagged Goblin throwing knife attacks as ranged instead of melee
#81 NPX in combat
#86 NPX when foe carries non-equipable item
#89 Editor: warning on close window
#90 NPX trading with Stenelaus
#95 Many bombs have infinite charges
#99 NPX climbing stairs in CoC
Family commitments over the festive season are probably going to bring development to a standstill for the next few weeks, but I'll see what I can do. Top of the list right now is implementing the long awaited combo box, in preparation for a combat UI revamp, which in turn is in preparation for a richer set of combat options.
Compliments of the season to all, see you on the other side :)
Sunday, December 1, 2013
v0.912 released
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v0.912 (1 December 2013)
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Features
- 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
Other
#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
1024x768
Here's some screenshots.
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| In the Gatehouse at 800x600 |
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| In the arena at 1024x768 |
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| Class selection at 800x600 |
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| 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
Development Update
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
Comment discovered in the source
// let's see if I can fight the cheap red wine and get this rightClearly I didn't, as evidenced by bug #76.
Wednesday, October 16, 2013
An update and development and other things
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
Development update: Character Creation
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| 1: Race and gender. Would be nice to have a character race picture somewhere here, but that can wait I guess. |
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| 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. |
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| 3: Starting kit. Includes flavour text, modifiers and the actual list of starting items. This replaces the Modifier assignment step. |
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| 4: Spell selection. This only appears for character classes that start with spells. Random doesn't work yet. |
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| 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
Development Update: No sooner said than done
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
Development Update: Suggested Names
Monday, August 12, 2013
Development update
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.








