[richard
@ 23:13
] I got a lot done, but it's not finished
Sadly I got sidetracked by other things and couldn't put the final polish on the game before the deadline. A lot of the user interface has seen significant improvements. The AI is much better. The code internally is much nicer in many places.
This final release moves forward in a few areas: the AI is again improved and there's the very nice new user action interface which mostly just uses left-mouse clicks (the action menu is only needed in rare situations).
Unfortunately I also changed the way the tile mapping is done in preparation of using a new tile set ... which didn't end up making it into the game. I'd still like to put a new tile-set in.
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[richard
@ 00:02
] Small update
I've not forgotten about this project ;)
I've been hard at work cleaning up another project: Bruce, the Presentation Tool.
I am holding off releasing the final pyggy version of Threads because I really want to re-do all the tile art. I'm not sure I'll actually get that done, but I'm hopeful. We'll see...
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[richard
@ 02:19
] New release soon...
I've still been working on the game. I've added the much-requested simple command control. When you hover over an enemy a potential attack type is highlighted over them (eg. sword, bow or energy bolt). If you left-click at this point your character will attempt that attack. Speeds things up considerably.
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[richard
@ 02:18
] More improvements
Download here: threads-of-fate-2.2.zip. The list of changes since 2.1 follows.
Note: the game still hasn't been tested beyond the first dungeon following all these changes :)
- Add command-line ability to grant party XP and coin.
- Add some testing of combat outcomes. This includes some balancing and tweaking of the combat algorithms.
- Add zooming of display using scroll wheel.
- Add drag-grabbing to scroll map around.
- Add grab-hand feedback in generic UI.
- Visually indicate when an attack misses.
- Characters now informed when an attack on them misses.
- Spells are able to alter difficulty based on circumstance.
- NPCs now communicate and use their memory of PC locations.
- Optimisations in NPC path generation.
- Use GL_NEAREST when scaling up weapon sprites.
- Fix menu styling across board, including scaling.
- Fix bug introduced into assigning experience.
- Fix broken bashing action.
- Fix save/load of abilities.
- Some additional code cleanup removing out-of-date dags.
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[richard
@ 03:04
] First post-PyWeek public release
Download here: threads-of-fate-2.1.zip. The complete list of changes follows. The big stuff is bolded.
Note: the game hasn't been tested beyond the first dungeon following all these changes :)
- Add in light mapping - currently characters have the only light sources.
- Use lighting in attack chance calculations.
- Fix display sorting of player info background image.
- Line Of Sight remembers an "obscurity" amount used in combat and lighting.
- Fix Line Of Sight in certain cases (around corners, through walls).
- Better feedback during battle displaying amount of damage
dealt/received (or healed).
- Scaling of interface fonts to fit smaller/larger screens.
- Fixed the visual offset sometimes seen when rendering attack animations.
- Add clicking of character in map to activate.
- Add a simple first-run help message when entering the tactical game.
- Fix blocking check for adjacent actions.
- Allow diagonal movement and adjacent actions.
- Add green box highlighting currently-active character.
- Clean up the cobble tiles a little.
- Lots of graphical glitches removed.
- NPC turn feedback.
- NPC brains sped up considerably.
- Make NPCs remember what they were doing at a basic level
(ie. who they were attacking and where the target was)
so they don't get lost along the way.
- Some game balancing with the NPCs so they're not such a walkover now.
- Better NPC turn handling so their animations play completely,
giving the player better feedback.
- Added initial code to detect off-screen NPCs. Not used.
- Grant all characters some basic level of brawling skill.
- Add character abilities including the first one - Super Strike.
- Added character traits - first one is LowLightVision
(not actually granted yet).
- Add a whole new (generic) user interface implementation:
- Includes vertical / horizontal layouts
- Labels and Buttons (both with text and/or image)
- Text Input (including focusing)
- Styling controls, including "skinning"
- Drag-n-drop support
- Has some tests
- UI elements may be animated using Cocos actions (color, position, etc.)
- Re-implemented all game user interfaces to use the new code.
- New font for inventory and shopping screens.
- New font for title menu.
- Add in better command-line option handling.
- Refactor out the music player to a single point to detect ability and
also command-line --nomusic override.
- Add command-line control over fullscreen / window sizing.
- Fix resource snafu with finding save game files.
- Allow immediate selection of arbitrary levels from command-line for testing.
- Fixed a bunch of other bugs.
Lots more to do :)
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[richard
@ 05:18
] Nicer lighting
Added some code to smooth out the lighting. Nicer now :)
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[richard
@ 01:21
] Development continues (part 3)
Still hacking away. Took a bit of a break for a while there but am back into it now.
Stuff I've achieved:
- Added a new nice font to the inventory/shopping screens.
- Sped up NPC code considerably and made them plan a little.
- Fixed some bugs in the Line Of Sight code (seeing through walls).
- Return more information from Line Of Sight test (obscurity, distance).
- Added some initial code to detect visible off-screen NPCs.
- Some more UI code work:
- Added text input widget, including concept of focus.
- Pass all details of mouse click to on_click handlers.
- Worked on styling, including fixing the rect rendering.
- Added some more tests.
- Added character abilities, including the first one "Super Strike".
- Added light mapping (needs optimisation).
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