Saturday, June 7, 2008

No more fog

Today I decided to rip the fog of war off the game. There were too many people complaining about it, so that it made no sense to me to let it in the game.

This decision will put away some of the "roguelike" idea behind the game, but I found that the very restricted view due to the screensize is enough constraint.

Instead of the fog I now added a bit of darken out to the edges of the screen, which gives a bit of an impression that there's a lightsource at the players position (like wearing a torch).

A very positive thing is that the fog of war slowed the game down a bit, which runs a bit smoother now.

Wednesday, June 4, 2008

The video

Here is the video that shows the monsters in action. The final game will have a good variety of monsters like rats, skeletons, goblins, gazers and some other.

I am currently working on the stair-functionality. The stairs are the connection between the levels. I think they will work correct tomorrow. I plan to hold all levels in the Zune memory, so that no loading times will disturb gameplay.

Tuesday, June 3, 2008

Monster

The monsters started populating the dungeon. I got the skeletons working. They wander around and if the player is nearby they attack.

I finished pathfinding (A*) but it caused terrible lags on the Zune. I guess its all too much for the little processor. So right now they seem to be a bit of dumb until I find a new way to make them a bit smarter. But anyway, I don't really think that they need to be smart. They are skeletons without brains, right?