So... Besides the implementation of numeric keypad support...
I'm sitting here with a large table of monsters, player stats and basic items and I'm trying to balance it in a rather good way. I think this will last the whole evening. Then I'll implement it in the proper data files. Then it has to be tested. If it seems okay, unique monsters, bosses and rare/unique items will be added.
Concerning the source: The classes the player can choose from are now read from a textfile, too. So easier changes and extensions are possible. I also fixed a bug, where blood made doors invisible. This shouldn't happen any longer.
Due to high request the next release will support the numpad. Cursor keys will be supported, too. Nevertheless it will be still possible to use the
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keys to move, because this makes playing with laptop-keyboards much easier.
This is the last alpha release, mainly showing the predefined 1st dungeon level and some spells (resp. songs; to do magic, you chant songs, that's the way it's called now).
I want the next release to have many monsters, more unique bosses and lots of items to search for. Also, all 41 dungeon levels should be finished - I want the next release to be nearly as the final game. Therefore I won't release any more alphas besides this one.
I recently finished to implement the spell system. It's very simple; you have 20 slots in your songbook and collect scrolls with songs written on them. If you decide to learn a song, just read the scroll. If your level is high enough, it'll be written in your songbook, the scroll disappears. If your songbook is full, you can't learn any new songs, and you won't be able to remove songs. Therefore, it's very important to choose the right songs to learn - and of course, there will be many many songs in the final game and even in the beta.... read more
...what can I see? The same procedure as every day...
Although I didn't want to... I'm working on the game. I've already implemented "item packages", i.e. some items are sold as package (e.g. 20 arrows at once). Now I'm implementing player spells (resp. "chants" as they are callend in LamRo).
So... Before sleeping, I yesterday tested the windows version of the game. I started a new character, got to DungeonLevel 2 and there, after 1 hour or so, I killed "Smith", an uniqe monster with lots of HP and the ability to chant ice spells. For testing purposes, "Smith" was made to be the last enemy of the game - and as soon as the last enemy is dead, the game is won.
All worked as expected, and I had fun while training my character.... read more
I did it again ;)
The next few days I won't have so much time for LambdaRogue, so there won't be a release every day. Be patient.
As every day (at least this week) I'll release a new version of the game today. Shooting with guns, bows etc. will be implemented. There will be things to loot (chests and other). The help screen provides more information. And many other nice things... Beta, I can see you!
A last time for today I have released an update. Again lots of improvements and bug fixes. Slowly the game goes beta...
Still alpha 3, but I thought it would be nice to release a version with better monster AI and correct load/save-procedures. Some other issues are fixed, too.
Once again a new release has been made. This time the changelog is rather long. Most important: saving and loading games is implemented. It's not really tested; for me it seems to work, but you may encounter serious problems. Additionally, future releases won't be save game compatible to 0.1.2, as other features get implemented.
I'm working really hard to leave the alpha-state behind and reach beta. Alpha 3 will be available for download soon, with lots of improvements.
Release early, release often... Well, the next release 0.1.1 (alpha 2) will be released within the next 24 hours. There are great improvements. Most game data now is stored in text files and not longer hardcoded. This make modifications much easier. There are also new features (i.e. unique monsters, special items, set items) added, bugs corrected etc.
I recently released an early alpha preview of the game. Have fun.
So, I'm back at SourceForge with a new roguelike RPG, probably better than the old and abandanoned Avadan. LambdaRogue is written in FreePascal (while Avadan was Gambas) and therefore should be more portable and usable for a greater audience.
Currently implemented:
- character generation
- the dungeon
- basic actions (walk, fight, dig, inventory, trade)
- a minimap
There are still things to do before a first release. A least:... read more