Wednesday, August 20, 2008

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.

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?