Quest, the roguelike game

This is the development diary of the roguelike game Quest: a quite simple game written in Python, mainly for learning purposes.

Sunday, January 15, 2006

Version 0.1.2 released

Well, in the end I did have time to polish it out before the weekend was over. The bugs have been solved, and I'm very happy I made it in time, since next week will be crazy and I doubt I'll be able to work on Quest at all.

The changelog for this version:

Interface:
  • The message window now makes messages dim as they get pushed back.
  • The message window now holds seven messages instead of five.
  • It is now possible to quit during the game by closing the main window (if necesary, the game will be saved).
  • When the user enters a string, it is highlighted yellow and stored in the message buffer after it's entered.
  • Whenever possible (with items/beings), choice lists now show the symbol and color of each element, next to the choice (i.e, "+ ~ a torch" instead of "+ a torch").
  • The information window (which shows long text such as descriptions) now has word-wrapping.
  • The key to save and quit in the main game is now "s", to avoid hitting it by accident when using ESC to get out of menus
Engine:
  • The requisites to load a module are now handled by a special file, modulename.req. This way, to check the requirements only this file has to be loaded instead of the whole module, making startup time much faster.
  • Since getting Field-Of-View (FOV) is processor intensive, now the game uses caching. It will cache the FOVs of the level for later use.
  • Monsters now have a primitive memory: if they remember something very interesting, they will try to reach the place where they saw it last, instead of going for something they can see that is less interesting. This makes them able to chase the player quite well.
  • Each tile now has a "track" reference, to the last being that passed through it, the direction they left, and the "strength" of the track, which fades with time. This track can be checked with a new ability (see Content changes), and will eventually allow monsters to track the player.

Content:

  • There are now two kinds of maps: Underground maps (dark everywhere) and Overground maps (lit everywhere).
  • Modules now have requirements of minimum/maximum fame to join, which are set in the editor.

Bugfixes

  • When the display gets a string, it now accepts backspace to delete characters (duh!).
  • Portals now check that a being is standing on them before they let the being cross the Portal.
  • Light sources now behave properly when doors are open/shut.
  • Walls can now only be seen when you're on the right side of them, if they're lit by a light source.
Unfortunately, there are not many screenshots that could show the changes properly, since they aren't really visible, but here is a main game screenshot:

0 Comments:

Post a Comment

<< Home