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 = 2/20/2011
|updated = 3/05/2011
|licensing =  
|licensing =  
|language = [[C Sharp]], XNA, [[libtcod]]
|language = [[C Sharp]], XNA, [[libtcod]]
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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 0.1.0 - Released 2/20/2011
v 0.1.2 Released - 3/05/2011


* began to implement particle effects - i got the basic particle system in place, its going to require a bunch more work on my part to get everything working, there are no actual effects in game yet
* added multiple towns in each region, 1-3 coastal and 1-3 normal
* implemented projectiles for ranged weapons, including wands, havent yet added projectiles for spells
* rewrote dungeon generation
* made first major balance pass - adjusted item data, spell data and enchant data, will continue to tweak stats over the next several versions
* 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
* added monsters up to level 10 and made first attempt to balance them, you can continue past character level 10, but only up to level 10 monsters will spawn
* 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
* began to implement abilities - added a ability for each weapon type which is automatically obtained when you reach skill level 4, also added 3 test abilities which are obtained based on the players race (undead, demonic and wings). Non-passive abilities can be added to the action bar and used just like spells
* 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
* implemented the ability to add items to action bar - you can drag any item to either ability bar and "use" just like spells/abilities. Note: the way its currently implemented makes it only really useful for potions and food, although you can use/equip weapons/armor, the action bar doesnt yet "remember" the item and so will become empty after use.
* moving through mountains alters the amount of hunger points lost per turn - low mountain * 3, medium mountain * 4, high mountain * 5
* changed - right click on a action button to use it instead of left click as this was interfering with the drag and drop mechanic, this is just a temporary measure until i figure out how to fix the issue
* 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
* added a use last character button to character creator
* town, cave, dungeon and region names are now randomly generated
* added multiple moves for player/monsters - player moves = speed / 50 + 1, monsters have preset number of moves
* fixed - cant mouse move when a monster is visible
* fixed map border issue
* 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