Sounds good. Let me know if you have specific questions about the codebase; I may be able to help.
Thanks for the explanations. Rust really seems like a very good choice, even though Wikipedia describes it as a system programming language (whatever that means). I hadn't heard of Rust before and I would assume that for these rather new languages the number of available frameworks and libraries is rather small, but that doesn't seem to be the case. Switching between different serialization formats sounds good. I forked Hale from github. Let's see what can be done. I would first try to get an overview,...
You are welcome to fork Hale, of course. I would look forward to seeing what you might do with it! I can provide a bit of support, but as I said I don't intend to devote significant additional time to Hale. https://github.com/Grokmoo/sulis I'm writing Sulis in Rust. This has been my first major project in Rust, so some of the code is a bit rough. But, overall I am finding it well suited to developing a game. 99.99% of the coding in Hale was done by me. There were some others providing play testing...
You are welcome to fork Hale, of course. I would look forward to seeing what you might do with it! I can provide a bit of support, but as I said I don't intend to devote significant additional time to Hale. https://github.com/Grokmoo/sulis I'm writing Sulis in Rust. This has been my first major project in Rust, so some of the code is a bit rough. But, overall I am finding it well suited to developing a game. 99.99% of the coding in Hale was done by me. There were some others providing play testing...
Hi, Thanks for the quick reply. I'm interested in playing around with the code but I haven't decided yet. If so, I would probably fork the Github repository. I like the game. I'm good with Java and find it generally okay to program in, so I wonder what alternative language you are considering? Could you maybe comment a bit further on the basic engine choices you are not happy with and what alternatives you would choose now? Is there some kind of a vision statement/document in which direction you...
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Hi. Thanks for you interest and I'm happy to hear you have enjoyed the game! Is it true that version 0.7 is the final version as announced in the readme? Yes; at least I personally have no plans to continue development. The primary reason being I have no desire to continue coding in Java. There are also some pretty basic engine choices which I am not happy with and would neccessitate (another) major rewrite to fix. I am working on a successor game called Sulis, but it is not yet playable. Is the...
State of the project?
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fixes to quickbar group popup
improvements to quickbar group popup, still nee...
re-arranged quickbar groups; improved quickbar ...
refresh config file if it is out of date
cleanup quickbar
added icons and improved quickbar group buttons
began work on quickbar groups - better (and aut...
don't show duplicate ability selection lists in...
set up grid based maze generator
started work on maze algorithm
set up framework for procedural generation of a...
implement companions leaving party
basic companion support implemented
Can't equip armor
started work on companions for DoC
fixed overlapping features from last commit
fixes to features in unified tileset; added har...
added some merchants to Chaol Dorn
more work on DoC; added optional label for tran...
set up intro cutscene for DoC
work on starting area for DoC
fixed editor not setting passable/transparent f...
added swamp and mud terrain to unified tileset
improved layout of party formation window
allow selecting difficulty in single character ...
don't allow deletion of characters in parties i...
when choosing only 1 character, go directly fro...
fixed campaign selector to handle longer names
added skeleton for new campaign
show mouse and view info in area palette
basic functionality in editor
Done as of r1851. Campaigns can be loaded and maps can be edited and saved. terrain,...
Since this project is so small and I am not supporting multiple versions, I am just...
no README for branches
unified, modular tileset
Unified tileset is done as of r1851. It may still need some tweaking; which will...
fixed bug in setting features; fixed bug in mou...
added features to unified tileset; sort area pa...
added elevation to unified tileset
tileset cleanup
added stone walls and buildings to unified tileset
added wooden walls to unified tileset
show names of terrain and feature types on buttons
remove extra file from last commit
added chasm, lava, and rough walls to unified t...
clean up of base and border layers of unified t...
allow manual editing of passable & transparent ...
show passable & transparency layers in editor
default borders are now set up based on border ...
default borders now don't give overlaps
add elevation editing in editor
setting up base and borders layers for unified ...
better preview tile for walls in outdoor tileset
bug fixes to terrain, feature, and tile editing
features not editable in editor
fixed crash when editing outside area bounds
border tiles on terrain now working
Edit based on radius in terrain grid to support...
Editor tile preview now offset properly
Terrain edit mode now adds border tiles (still ...
area files can now be written to JSON within th...
implement writing areas to JSON; layers still i...
implemented creating areas
added separate name field for areas in addition...
added missing create area dialog
GUI for create area dialog
improved mouse handling in swing editor
allow editing in a radius and removal of existi...
set up area palette to show terrain and features
show image for each tile in swingeditor
renamed 0.7 branch to obsolete
merges 0.6 branch back into trunk
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updated release notes for 0.6.5
Not all Quest items being removed from Inventory after quests...?
Awesome really, will test!
Yes, quest items should be removed when going to a new campaign / chapter
Locked Out at Open Door?
Ok, i thought i was at a 'magical' work bench or something. =)
I see, but they get stripped out as they move from one sub campaign to another, unless...
Well, those effects i added are too far from any art to need someone's permission...
Well, those effects i added are too far from any art to need someone's permission...
Done in r1814
Locked Out at Open Door?
move default action over open door in combat