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).
- For outdoor scenes the game will generate terrain like this:
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):
Version 0.13.3.16
- Created melee weapons:
- Created materials:
- 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".
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.