The one important piece of work this month has been improving performance while moving around maps. It had gotten pretty sticky, and I finally traced the problem to some UI screen updates called on every move for screens that were not being displayed in movement mode.
All the stats, properties and modifiers screens were getting updated every move. It was probably there to work around a bug at some stage, not required any more. And the incremental improvements to character stats (LevelAbilityProgression, for example) have made refreshing those screens a somewhat costly exercise. You'll still notice the cost when one of those screens gets loaded, but not during movement any more.
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.
Thursday, July 23, 2015
Tuesday, June 23, 2015
v0.915 released
Get it over at SourceForge, as usual.
It's pretty rough around the edges, but I'm in the middle of a multi-year feature-packing mission. Time later for stability! :)
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v0.915 (23 June 2014)
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Features
- Redesigned Resting as a more interesting encounter
- Introduced supplies as a party resource, consumed while resting
- New consumable items are automatically converted to party gold or supplies
- Added progress bar to load game screen
- Added Journals: Logbook, NPCs, Zones and Quests
- DIYLabels support drawing both an icon and a text string
- Defined Affliction conditions as Curse, Disease or Poison
- Hostile Affliction conditions begin unidentified
- Conditions can repeatedly inflict spell effects
- Unlockable character races
- Added Gnome race, unlocked on talking to Mnesus
- Foes now reliant on their inventory, spellbooks and natural weapons
Other
#101 Lost spellpicks on level up
#104 Crash after changing class
#105 Crash in regenResources
#108 Vendor inventories unusable
It's pretty rough around the edges, but I'm in the middle of a multi-year feature-packing mission. Time later for stability! :)
---------------------------------------
v0.915 (23 June 2014)
---------------------------------------
Features
- Redesigned Resting as a more interesting encounter
- Introduced supplies as a party resource, consumed while resting
- New consumable items are automatically converted to party gold or supplies
- Added progress bar to load game screen
- Added Journals: Logbook, NPCs, Zones and Quests
- DIYLabels support drawing both an icon and a text string
- Defined Affliction conditions as Curse, Disease or Poison
- Hostile Affliction conditions begin unidentified
- Conditions can repeatedly inflict spell effects
- Unlockable character races
- Added Gnome race, unlocked on talking to Mnesus
- Foes now reliant on their inventory, spellbooks and natural weapons
Other
#101 Lost spellpicks on level up
#104 Crash after changing class
#105 Crash in regenResources
#108 Vendor inventories unusable
Monday, June 22, 2015
Foe template refactor
It's finally (more or less) done. Foes are now entirely reliant on either their inventory, natural weapons, spell-like abilities and spellbooks for actions in combat. FoeAttack is no more!
Going to checkpoint and release v0.915. It'll be rough, but it's time to get something out there again.
Going to checkpoint and release v0.915. It'll be rough, but it's time to get something out there again.
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.
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.
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.
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.
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| 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.
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.
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!
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.
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.
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