Wednesday, July 30, 2008

Outdoor levels

One of the things in my concept was, that the game does not start in the labyrinth, but outdoors in the forest. The player has to search the entrance of the labyrinth as one of the first tasks to master. So I needed to make it possible to use different tilesets and after a bit of work I finally got it to work. The game (and the editor) now supports different tilesets, which allows different visual appearances of the levels. I will upload a video of the current progress soon. Stay tuned!

Wednesday, July 9, 2008

Dialogs, Dialogs, Dialogs

Ok, I got some things working, as there is:

- player has attributes now
- strength (strength add extra damage to your attacks)
- stamina (stamina raises maximum hitpoints)
- agility (agility raises the chance to parry attacks and avoid traps)
- intelligence (casting spells or using runes needs a certain level of intelligence, the more power the spells have, the more intelligence is needed to cast them)

- new loading screen
- dialogs, like character creation, looting monsters
- menu system with minimap
- 3 different monsters (rats, skeletons, goblins)
- particles, still particles, animated particles, textparticles
- explosive traps (other traps will follow)

Here is the video:

Wednesday, July 2, 2008

Proceeding soon

Long time no updates... I was very very busy with other projects (the ones that feed my family) the last weeks. But it seems that its getting a bit more stressless now... So hopefully I will continue with Valgards fate in the end of this week. I plan to add level transitions, more monsters, character stats and different weapons within the next days/weeks.