Difference between revisions of "Descension"
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|influences = [[Dungeon Crawl Stone Soup]] | |influences = [[Dungeon Crawl Stone Soup]] | ||
|released = 12/28/2010 | |released = 12/28/2010 | ||
|updated = | |updated = 3/05/2011 | ||
|licensing = | |licensing = | ||
|language = [[C Sharp]], XNA, [[libtcod]] | |language = [[C Sharp]], XNA, [[libtcod]] | ||
Line 15: | Line 15: | ||
My pet project called Descension. My goal is to create a typical graphical roguelike using a mouse driven interface. It is in a very early alpha stage of development. Check out the website at [http://www.descensionthegame.com descensionthegame.com] for more information, screenshots and download links. Leave any questions/comments at the [http://descensionthegame.freeforums.org/index.php Descension Forum]. | My pet project called Descension. My goal is to create a typical graphical roguelike using a mouse driven interface. It is in a very early alpha stage of development. Check out the website at [http://www.descensionthegame.com descensionthegame.com] for more information, screenshots and download links. Leave any questions/comments at the [http://descensionthegame.freeforums.org/index.php Descension Forum]. | ||
v 0.1. | v 0.1.2 Released - 3/05/2011 | ||
* | * added multiple towns in each region, 1-3 coastal and 1-3 normal | ||
* | * rewrote dungeon generation | ||
* | * implemented swimming - swimming doubles the amount of hunger points lost per turn, if now flying, you will lose 1 energy per turn and once energy reaches zero you will lose 1 hp per turn | ||
* | * reworked hunger system - eating now adds a number of hunger levels (ie hungry to satisfied or satisfied to very full) based on the type of food eaten. Better food (starting with cheese/pears) adds a hp/energy regen buff which lasts for 25 turns | ||
* | * added in/out of combat - when a monster is seen the character is automatically changed to in combat state. combat state affects regen rates, in combat - one regen tick every 10 turns, out of combat - one regen tick every 5 turns | ||
* | * moving through mountains alters the amount of hunger points lost per turn - low mountain * 3, medium mountain * 4, high mountain * 5 | ||
* | * survival skill subtracts a number of hunger points lost per turn by survival / 10, chance to increase survival skill points every time the character moves on an overworld map | ||
* | * town, cave, dungeon and region names are now randomly generated | ||
* added | * fixed - cant mouse move when a monster is visible | ||
* fixed - endless end turn loop when mouse clicking on a door | |||
* fixed - both ring slots now light up when dragging a ring item | |||
* fixed - display actual sell value when showing item stats | |||
* fixed - missing belt and arm slot icons | |||
* fixed - broken dungeon transitions | |||
* fixed - inability to mouse move when a monster is visible | |||
* fixed - ability to cast a spell when your skill is below the requirement | |||
* added - minimap display of transitions - pink - to underground, yellow - to town, green - to region | |||
* cave generation - cave size is random (64-128 tiles), larger treasure chests only found on deeper levels, names are randomly generated | |||
* beginning of town randomization - randomize town center location, shop size and location, removed empty buildings for the time being, will continue to flesh out towns | |||
* rewrote cave and hive generation - cave generation is now faster, produces better results and is more customizable | |||
* added watery cave type - similar to large/small cave but with many water pools | |||
* implemented click to move | |||
* added - automatically pick up potions and food |
Revision as of 02:16, 6 March 2011
Descension | |
---|---|
Alpha Project | |
Developer | QJaxun |
Theme | Fantasy |
Influences | Dungeon Crawl Stone Soup |
Released | 12/28/2010 |
Updated | 3/05/2011 |
Licensing | |
P. Language | C Sharp, XNA, libtcod |
Platforms | Windows |
Interface | tiles, mouse, keyboard |
Game Length | short |
Official site of Descension |
My pet project called Descension. My goal is to create a typical graphical roguelike using a mouse driven interface. It is in a very early alpha stage of development. Check out the website at descensionthegame.com for more information, screenshots and download links. Leave any questions/comments at the Descension Forum.
v 0.1.2 Released - 3/05/2011
- added multiple towns in each region, 1-3 coastal and 1-3 normal
- rewrote dungeon generation
- implemented swimming - swimming doubles the amount of hunger points lost per turn, if now flying, you will lose 1 energy per turn and once energy reaches zero you will lose 1 hp per turn
- reworked hunger system - eating now adds a number of hunger levels (ie hungry to satisfied or satisfied to very full) based on the type of food eaten. Better food (starting with cheese/pears) adds a hp/energy regen buff which lasts for 25 turns
- added in/out of combat - when a monster is seen the character is automatically changed to in combat state. combat state affects regen rates, in combat - one regen tick every 10 turns, out of combat - one regen tick every 5 turns
- moving through mountains alters the amount of hunger points lost per turn - low mountain * 3, medium mountain * 4, high mountain * 5
- survival skill subtracts a number of hunger points lost per turn by survival / 10, chance to increase survival skill points every time the character moves on an overworld map
- town, cave, dungeon and region names are now randomly generated
- fixed - cant mouse move when a monster is visible
- fixed - endless end turn loop when mouse clicking on a door
- fixed - both ring slots now light up when dragging a ring item
- fixed - display actual sell value when showing item stats
- fixed - missing belt and arm slot icons
- fixed - broken dungeon transitions
- fixed - inability to mouse move when a monster is visible
- fixed - ability to cast a spell when your skill is below the requirement
- added - minimap display of transitions - pink - to underground, yellow - to town, green - to region
- cave generation - cave size is random (64-128 tiles), larger treasure chests only found on deeper levels, names are randomly generated
- beginning of town randomization - randomize town center location, shop size and location, removed empty buildings for the time being, will continue to flesh out towns
- rewrote cave and hive generation - cave generation is now faster, produces better results and is more customizable
- added watery cave type - similar to large/small cave but with many water pools
- implemented click to move
- added - automatically pick up potions and food