AGOW Changelog

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This page contains the AGOW roguelike change and development log.

Version 0.13.4.01

  • I writed some basic random map generator algorithms and base classes. The concept is the following:
    • For outdoor scenes the game will generate terrain like this:
      • You stand on a center chunk, which is builds up by 3x3 sectors and surreunded by 8 more neighbour chunks,
      • Each sector is 20x20 tiles,
      • If you wonder throught to a neightbour chunk, the game will generate 3 new chunks.
    • For indoor scenes the game will randomize 3x3 premade sectors which will connected with doors or floors,
      • Tiles on sector edges will be merged with neightbour sectors tiles (floors and doors are overwrited with walls).
Outdoor chunks:
...
.@.
...
Player enters right cunk, then we generate 3 new chunks around him/her:
....
..@.
....

Some indoor sectors:
Small room:
###D###
#.....#
#.....#
D.....D
#.....#
#.....#
###D###
Cross corridor with doors:
###D###
###.###
###.###
D.....D
###.###
###.###
###D###
'T' corridor
#######
#######
#######
D......
###.###
###.###
###.###
Horizontal corridor
#######
#######
#######
.......
#######
#######
#######

Version 0.13.3.17

  • Replaced old textures and designed the gameview (with spellbooks on top, 8 quickslot, 70x85 portrait, health, mana and experience bars, and of course the status output space):
2.png

Version 0.13.3.16

  • Created melee weapons:
181.png
  • Created materials:
183.png
  • Had a little brainstorming with a friend about demons and melee fighting.

Version 0.13.3.151

  • Finalized effect types. Note, that "Cut" damage is also "Physical".
226.png

Version 0.13.3.15

  • Draw and uploaded some human art.

Version 0.13.3.132

  • Melee fighting, Bladed weapon and Weapon masteries working and receives XP from every successfull hit,
  • Characters receives same amount of XP,
  • Bastard sword now deals X-2 damage if used as a one-handed weapon.

Version 0.13.3.131

  • Nagas now have 6 arms with individual weapon slots, oneshots early characters. Can't wear chest armors, pants and boots,
  • Fire elementals have fire damage auras. Fire dame heals them and receives 1/2 phisical damage,
  • Trolls now unable to recover from fire damage,
  • Undeads are immune to bleeding and vulnarable to 'Light' damage,
  • Skeletons are vulnerable to 'Crush' damage and receive 1/2 from 'Cut' and 'Thrust' damage,
  • Sword type weapons randomizes their damage type on every attack ('Cut' or 'Thrust').

Version 0.13.3.13

  • Created base classes for the world, monsters, items and masteries,
  • Created basic effects like "damage aura", "bleeding", etc..,
  • Created few monsters for testing purposes (elementals, human, troll, zombie, skeleton and naga),
  • Created basic materials,
  • Created various game events and entry points for melee fighting,
  • Created zombie AI for testing.