Page 6 of 12

Re: Development Update

PostPosted: Wed Feb 25, 2009 2:18 pm
by BlueSalamander
Hi, I've been away from home the last few days. Here's the latest update:

- Reworked inventory screen to give more room for item icons
- Fixed a bug where handaxes didn't use the right weapon icon
- Fixed a bug in spell selection when creating a new character
- Added an option to turn off the combat music (if you just want to listen to the area music instead).
- Changed some graphic elements in the world map
- Some changes to the spell selection screen
- Fixed a problem with the spell Ray of Enfeeblement
- Fixed a AI problem with the spell Silence and reworked the AI for Entangle and Insect Plague.
- Updated the AI so that the most powerful spells, such as Stoneskin and Fireball, are not automatically discarded by spellcasters who have access to spells of a higher level. Normally the higher level spells are more effective but there are a few exceptions.

Separately, I've received an email from the developer of Cyclopean. He mentioned a turn-based, party-based RPG he worked on in the past: Hidden Evil. Haven't had time to play it seriously but it looks interesting.

Re: Development Update

PostPosted: Wed Feb 25, 2009 3:34 pm
by getter77
Good as always to see things coming nicely along and thanks for the interesting links!

Re: Development Update

PostPosted: Wed Feb 25, 2009 5:45 pm
by Over
As getter77 said, it's always nice that you keep updating us. I'm looking forward to finally being able to play the game. :)

Re: Development Update

PostPosted: Sun Mar 01, 2009 4:47 pm
by BlueSalamander
Here's another update:

-Added the code for braziers (the fire giants will be happy!), they are treated similarly to wall of fire areas.
-Added bonus for summoning a fire elemental from a brazier/wall of fire.
-Reworked AI for whirlwind attack, bull rush (so that it knows how to position itself for a bull rush), and summon elemental spells.
-Fixed a problem with concentration checks required when casting while standing on a wall of fire
-Changed the feat combat reflexes to allow AOOs while flat footed.

One of the artists is working on the title picture - it will be something inspired by the introduction picture of Bard's Tale 2 - while the other artist is creating a new text font for the game. When these things are ready I'll post some new screenshots on the website.

Re: Development Update

PostPosted: Sun Mar 01, 2009 5:10 pm
by Over
BlueSalamander wrote:Here's another update:

-Added the code for braziers (the fire giants will be happy!), they are treated similarly to wall of fire areas.
-Added bonus for summoning a fire elemental from a brazier/wall of fire.
-Reworked AI for whirlwind attack, bull rush (so that it knows how to position itself for a bull rush), and summon elemental spells.
-Fixed a problem with concentration checks required when casting while standing on a wall of fire
-Changed the feat combat reflexes to allow AOOs while flat footed.

One of the artists is working on the title picture - it will be something inspired by the introduction picture of Bard's Tale 2 - while the other artist is creating a new text font for the game. When these things are ready I'll post some new screenshots on the website.



Great! :D

Re: Development Update

PostPosted: Sun Mar 01, 2009 10:56 pm
by getter77
Indeed! Pretty speedy to boot since the last mini-update....making it all happen. 8-)

Re: Development Update

PostPosted: Mon Mar 09, 2009 9:13 pm
by BlueSalamander
New update:
-Edited most maps to add braziers in appropriate locations
-Reworked AI so that it takes into account the number of Attacks of Opportunity a movement is going to trigger - that way you won't see the computer rushing to your wizard, happily triggering two or three AOOs from your fighters and clerics.
-Reworked AI to remove slowdowns that appeared after I added the AOO fix
-Fixed a bug where AI would sometimes disregard dangerous squares like braziers
-Reworked AI for cone effects (spells and breath weapon) so that it runs quicker - it used to rotate cones in run-time, now they're precalculated.
-Fixed AI problems when the Wall of Stone spell is used to cut off your party from enemies, the AI will dispel if it's able to
-Reworked AI for circle effects so that it runs quicker
-Fixed a rare bug where a character would continue walking even though he's supposed to be paralyzed

Meanwhile, I'd like to recommend a subtitled film I watched some days ago: A Battle of Wits. If you liked Troy, then you will very much like this one too.

Image Image

Re: Development Update

PostPosted: Mon Mar 09, 2009 11:05 pm
by getter77
Always nice to see the AI improving deftly and thanks for the movie rec, into the eventual "Movie Day" pile it shall go!

Re: Development Update

PostPosted: Mon Mar 09, 2009 11:19 pm
by Over
Nice to hear more updates. I sense that you're tweaking the game while the art isn't finished. When it's done, what is there still to do? Can we look forward for a release this spring? ;)

Re: Development Update

PostPosted: Tue Mar 10, 2009 5:57 pm
by BlueSalamander
Over wrote:I sense that you're tweaking the game while the art isn't finished. When it's done, what is there still to do? Can we look forward for a release this spring?

You're right, last week I had no extra pictures to add so I decided to work on the AI. I've just received some new artwork though.

After all the art is in, which I expect will take a while as the artists are busy on other work too, the game will need some serious play testing and then it will be good for... release!