Labyrinth 0.8.6 - Technicolor
This week I introduced the colors for the creatures, and I set races, but I'll see later. Also now has a light yellow lantern illuminates the walls and close, giving an effect its "exploration." The creatures are no longer highlight when selected, but underscore: this will change soon will I be right of the cursor of the console.
The window that contains the dungeon has been broadened and, consequently, that the messages, the latter now can no longer "stay within" because it breaks them a check if the case is too long.
creatures open doors according to a probability derived from nature and intelligence of the creature itself.
I have added difficulties the game, but playing another I saw you die like flies: I would not get a similar effect but would prefer something more cautious but also more difficult.
probably soon to put the rule of arcane myth which begin saving throws against death when it falls below half of total hit points.
So yes we will keep an eye on certain values.
Thursday, January 28, 2010
Thursday, January 21, 2010
Are There Live Descendants Of The Medici
Labyrinth 0.8.2 - The final creature
Version 0.8.2 adds many improvements in speed: the heavy data load everyone before the presentation screen. I upload at this stage the levels, but as soon I have to build the function that builds them randomly, I seems a futile effort.
I added a unique creature, a Darkon, which is located in the bottom of the dungeon, and put the spheroid Narus, then kill her need to succeed in the main quest.
Fixed some bugs on the quest: reload the game after it was resolved as yet appear not resolved.
I also changed the command for throwing weapons (now using 'f' and not 't').
Thanks to testers have also improved the REST command now runs automatically until complete healing or until it is disturbed, I introtto the creature's name when you select with '*' (You see a mummy), I made sure that if you try to go up or down the stairs but they are there to print a warning and correct a few typographical errors (typographical errors that were not at the end).
Creatures are now able to open the doors and then good-bye good night's sleep, the only problem is that all creatures can open the door, so now very often are all open ports.
I re-introduced the locked doors that still does not ever barring the way to the final goal. The traps had a bug and then it popped out one every now and then: Addesso are affixed and are commensurate with the level of depth, so watch out!
I think all next week :-)
Version 0.8.2 adds many improvements in speed: the heavy data load everyone before the presentation screen. I upload at this stage the levels, but as soon I have to build the function that builds them randomly, I seems a futile effort.
I added a unique creature, a Darkon, which is located in the bottom of the dungeon, and put the spheroid Narus, then kill her need to succeed in the main quest.
Fixed some bugs on the quest: reload the game after it was resolved as yet appear not resolved.
I also changed the command for throwing weapons (now using 'f' and not 't').
Thanks to testers have also improved the REST command now runs automatically until complete healing or until it is disturbed, I introtto the creature's name when you select with '*' (You see a mummy), I made sure that if you try to go up or down the stairs but they are there to print a warning and correct a few typographical errors (typographical errors that were not at the end).
Creatures are now able to open the doors and then good-bye good night's sleep, the only problem is that all creatures can open the door, so now very often are all open ports.
I re-introduced the locked doors that still does not ever barring the way to the final goal. The traps had a bug and then it popped out one every now and then: Addesso are affixed and are commensurate with the level of depth, so watch out!
I think all next week :-)
Subscribe to:
Posts (Atom)