maanantai 30. kesäkuuta 2008

Inventory and Trainers


Hiya

I have been working on trainers and inventory. There are still some polishing to do but basic functions are done.

___Inventory___

Inventory shows items you are carrying with small color code next to its name. Color gives a hint about quality of the item (grey for poor, green for uncommon, blue for rare and purple for epic quality item). And yes it is the same as WoW's :) I propably change the codes and texts to suit my need better but for now those will stay.

Player can cycle throught the inventory list by pressing up and down arrows. On the frame to right player can see detailed information about the item ( stats, special abilities and so on)

___Trainers___

There are trainers in specific locations in the world, some are leveltrainers and some are abilitytrainers. With leveltrainer player can gain stats (of a choice) by advancing a level (concept is widely used in MUDs). I haven't decided yet how to calculate level costs but its going to be semi-dynamic imo..

Classtrainers works in pretty much same way. Player can train skills and abilities by investing experience points and gold into them. Player can train one procent at a time at the moment. I was planing on putting some quests as a prequisite for few skills to make skill training more interesting.


maanantai 16. kesäkuuta 2008

Todo

I was planing on implementing quest journal next and making few quests. Also a class and level trainer will be coded in next few days. When those are done ill put my mind on improving the enviroment graphics and combat code.

A lot of work to be done but when those are done I think the game is ready for little testing in my and perhapse in your behave.

And sorry for bad english gramma and so on.. Writing these text in work so I got hard time keeping my mind in one thing :)

What has been done so far..

Da'lar is still on development so there are no playable or even downloadable version of this game. But still I want to share with you some of the features which are already in place and some which I plan to code in near future.

First of all, as said in previous post Da'lar is using TCOD library for it's graphics. I have found that it is the most powerful roguelike game library at the moment, in my opinion :) Jice has done a great job putting it all together.

At the moment game has a basic roguelike features such as line of sight, movement, NPCs and a very simple combat code. Addition to that I have coded clouds and torches (for player torch and for example a streetlamp).

Combat code so far includes few skills like swing, cleave and hitting with mainhand and offhand.
As this game runs in realtime all skills and abilities have cooldowns. For example mainhand and offhand cooldowns are set to 1 second, swing and cleave have cooldown of 2 and a half second.
So when player attacks target without using any skills, the mainhand cooldown is triggered preventing player hitting the target for 1s with mainhand, meanwhile player can hit the target with offhand or use skill (if the skill doesnt use mainhand).

I have also added rolling combattext above each creature for player to see how hard the creature has been hit or how hard the creature hits player (also misses, parries and dodges are included).

Some other features are "Character Details", "Cooldowns", "Open/Close door" -panels.

Da'Lar adventures

Hello there,

I decided to create a devblog for my game. It's called Adventures of Da'lar. Da'lar is a roguelike game written in C++ using TCOD Library for console IO and graphical elements.