Imp City, build an underground kingdom

Re: Imp City, build an underground kingdom

Postby Vandar » 27 Mar 2015, 14:30

I've been experimenting with wooden pillars to support the invisible ceiling of the dungeon. Initially I hoped that it would improve the looks, but now I'm not so sure anymore. What do you think, are those pillars a good idea?
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Re: Imp City, build an underground kingdom

Postby Bertram » 27 Mar 2015, 15:40

Hey Vandar :)
The progress done looks cool already! :)
Btw, if you need black and white GUI free licensed icons (CC based), you can go to: http://game-icons.net/

Best regards,
Last edited by Bertram on 27 Mar 2015, 17:16, edited 1 time in total.
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Re: Imp City, build an underground kingdom

Postby Vandar » 27 Mar 2015, 15:56

Makes me happy to hear :)

Thanks for the link, those are very useful resources. Found a sewing needle icon, now I wonder if there should be a tailor to make clothes from slain enemy skins. Not really, that'd rather fitting OD, but more of such basics like metal working, masonry/pottery and also tailor works would fit into Imp City as well.
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Re: Imp City, build an underground kingdom

Postby Vandar » 27 Mar 2015, 23:43

So many treasures ... (aka I made a treasure quest generator):

A minion of yours found a tattered treasure map. The map unveils outstanding riches to be found in the bushland of A'kl'thmon.

A minion of yours found a incomplete treasure map. The map describes big riches to be found in the run down citadel of L'thermacl'thenmon.

Your creatures discovered a largely unintelligible treasure map. The map unveils huge riches to be found in the grassy plain of Umevol.

A freelancer, sub-hired by a lazy minion of yours, brought up a lightly encrypted treasure map. The map describes huge riches to be found in the cave of Zirunwarererdro.

A minion of yours found a partly burned treasure map. The map shows the location of huge riches to be found in the river bend of Mebala'kcar.

A group of your creatures deciphered a vague treasure map. The map describes outstanding riches to be found in a yet nameless guarded tomb.

A minion of yours found a fragmented treasure map. The map unveils huge riches to be found in the desert of Pluvollonwarun.

Your creatures found a incomplete treasure map. The map describes big riches to be found in a yet nameless new cemetery.

Your creatures found a largely unintelligible treasure map. The map shows the location of huge riches to be found in the river bend of Macfrak'la.

Your creatures discovered a precise treasure map. The map describes huge riches to be found in a yet nameless new temple.

Your creatures discovered a partly burned treasure map. The map tells of big riches to be found in a yet nameless new pyramid.

A freelancer, sub-hired by a lazy minion of yours, brought up a partly burned treasure map. The map describes outstanding riches to be found in the besieged temple of K'laer.

Hard working creatures of yours found a fragmented treasure map. The map describes abundant riches to be found in a yet nameless besieged cemetery.

A group of your creatures deciphered a partly burned treasure map. The map describes big riches to be found in a yet nameless ruined temple.

Your minions discovered a precise treasure map. The map unveils huge riches to be found in a yet nameless new tower.

A group of your creatures deciphered a heavily encrypted treasure map. The map tells of outstanding riches to be found in the vehicle wreck of Jarkolonko.

Your minions deciphered a partly burned treasure map. The map shows the location of huge riches to be found in the new cemetery of Carziren.

A group of your creatures deciphered a tattered treasure map. The map shows the location of big riches to be found in the desert of K'lar'twarkol'th.

A minion of yours found a lightly encrypted treasure map. The map unveils big riches to be found in the guarded stronghold of Frabalmewarcon.

A group of your creatures deciphered a heavily encrypted treasure map. The map describes outstanding riches to be found in a yet nameless besieged tower.

Your creatures found a lightly encrypted treasure map. The map shows the location of huge riches to be found in the ruined temple of Jarumecth.

Your creatures discovered a precise treasure map. The map tells of huge riches to be found in the guarded pyramid of Warl'thcarplujar.

Hard working creatures of yours found a fragmented treasure map. The map tells of huge riches to be found in the lake of A'ka'kme.

Hard working creatures of yours found a fragmented treasure map. The map shows the location of outstanding riches to be found in the besieged citadel of Kojark'lacarvolgor.

A minion of yours found a lightly encrypted treasure map. The map describes abundant riches to be found in a yet nameless disused citadel.

Hard working creatures of yours found a precise treasure map. The map shows the location of huge riches to be found in the hollow tree trunk of Gormoncthjar.

A freelancer, sub-hired by a lazy minion of yours, brought up a lightly encrypted treasure map. The map tells of big riches to be found in the lake of Baldef.

A minion of yours found a heavily encrypted treasure map. The map tells of big riches to be found in the besieged stronghold of Enbalkeifdrojar.

A freelancer, sub-hired by a lazy minion of yours, brought up a faded treasure map. The map describes big riches to be found in a yet nameless hollow tree trunk.

Your minions deciphered a tattered treasure map. The map unveils big riches to be found in the lake of Zeeincarbal.

Your minions deciphered a largely unintelligible treasure map. The map tells of outstanding riches to be found in a yet nameless forest.

A group of your creatures deciphered a incomplete treasure map. The map unveils abundant riches to be found in a yet nameless hollow tree trunk.

Your creatures found a tattered treasure map. The map shows the location of huge riches to be found in the great plain of Taza'ka'kmonk'la.

A minion of yours found a heavily encrypted treasure map. The map shows the location of abundant riches to be found in the hollow tree trunk of Ina'kzir.

Hard working creatures of yours found a fragmented treasure map. The map tells of huge riches to be found in the run down tower of Mevol.

Your creatures found a lightly encrypted treasure map. The map describes outstanding riches to be found in a yet nameless hollow tree trunk.

Your creatures found a fragmented treasure map. The map tells of outstanding riches to be found in a yet nameless vehicle wreck.

Your minions deciphered a vague treasure map. The map shows the location of big riches to be found in the great plain of L'thzirza.

A freelancer, sub-hired by a lazy minion of yours, brought up a tattered treasure map. The map tells of abundant riches to be found in a yet nameless forest.

Your creatures found a precise treasure map. The map unveils big riches to be found in a yet nameless valley.

A group of your creatures deciphered a partly burned treasure map. The map shows the location of huge riches to be found in the ruined pyramid of Defin.

A minion of yours found a lightly encrypted treasure map. The map tells of big riches to be found in a yet nameless disused tower.

Hard working creatures of yours found a faded treasure map. The map tells of abundant riches to be found in a yet nameless inactive volcano.

Your creatures discovered a largely unintelligible treasure map. The map describes big riches to be found in a yet nameless run down tower.

A freelancer, sub-hired by a lazy minion of yours, brought up a vague treasure map. The map tells of big riches to be found in a yet nameless new temple.

Your creatures found a faded treasure map. The map describes outstanding riches to be found in the great plain of A'kr't.

A group of your creatures deciphered a faded treasure map. The map shows the location of huge riches to be found in a yet nameless old palace.

Hard working creatures of yours found a heavily encrypted treasure map. The map tells of outstanding riches to be found in the new fortress of A'kenbaler.

Your minions discovered a partly burned treasure map. The map tells of abundant riches to be found in the forest of Convolk'laengor.

Your minions deciphered a vague treasure map. The map describes big riches to be found in the old prison of Warcurzeedefen.


So so, I have hard working minions. Whoever believes that ...
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Re: Imp City, build an underground kingdom

Postby Vandar » 29 Mar 2015, 22:21

Next step - a quest processor, which calculates the outcome of a raid. It takes a party and the quest description as base for the simulation. The only thing that is really implemented at this point is the overworld awareness of the party. Once they have been spotted they are more likely to be ambushed the following day, and battles are even more likely to be noticed again. So things get increasingly worse once the party ran into fights.

Todo:
- include party stealth and combat strength into calculations
- if party is intelligent enough let them make decision like "hide and wait", when they feel observed
- actual retrieval of the treasure (battle guards, find it, etc.)

Problem: How to make the player aware what happened if the party was completely erased and not a single member returns to tell?

Example of the current simulation:

Quest:

Your minions deciphered a tattered treasure map. The map describes big riches to be found in the disused
palace of Warunuzjarfra. The distance makes you wonder though, if you'll be still alive when your expedition
returns.

Travel Log:

Day 1: Been ambushed by wild animals. 4 party members were killed.
Day 2: On our way. Nothing happened.
Day 3: Been ambushed by wild animals. All party members survived.
Day 4: Crossed a swampy area. One party member was killed.
Day 5: Ran into lightly armed wanderers. All party members survived.
Day 6: Crossed a deserted area. All party members survived.
Day 7: Crossed a wild river. 2 party members were killed.
Day 8: Crossed a swampy area. One party member was killed.
Day 9: Saw some overlanders nearby. We've most likely been noticed.
Day 10: Saw some overlanders nearby. We've most likely been noticed.
Day 11: Saw some overlanders in a distance, party was most likely not noticed.
Day 12: Saw some overlanders nearby. We've most likely been noticed.
Day 13: Met a group of armed overlanders. 5 party members were killed.
Day 14: Saw some overlanders nearby. We've most likely been noticed.
Day 15: Saw some overlanders in a distance, party was most likely not noticed.
Day 16: Saw some overlanders in a distance, party was most likely not noticed.
Day 17: Saw some overlanders nearby. We've most likely been noticed.
Day 18: Saw some overlanders nearby. We've most likely been noticed.
Day 19: Saw some overlanders nearby. We've most likely been noticed.
Day 20: Ran into lightly armed wanderers. 3 party members were killed.
Day 21: Saw some overlanders nearby. Party might have been noticed.
Day 22: Saw some overlanders nearby. We've most likely been noticed.
Day 23: Saw some overlanders nearby. We've most likely been noticed.
Day 24: Saw some overlanders nearby. We've most likely been noticed.
Day 25: Saw some overlanders nearby. We've most likely been noticed.
Day 26: Saw some overlanders nearby. We've most likely been noticed.

(insert actual treasure retrieval here - todo)

Travel Log:

Day 27: Met a group of armed overlanders. All party members survived.
Day 28: Saw some overlanders nearby. Party might have been noticed.
Day 29: Ran into lightly armed wanderers. One party member was killed.
Day 30: Met a group of armed overlanders. 7 party members were killed.
Day 31: Saw some overlanders nearby. Party might have been noticed.
Day 32: Saw some overlanders nearby. Party might have been noticed.
Day 33: Saw some overlanders nearby. Party might have been noticed.
Day 34: Saw some overlanders nearby. Party might have been noticed.
Day 35: Saw some overlanders nearby. We've most likely been noticed.
Day 36: Saw some overlanders in a distance, party was most likely not noticed.
Day 37: Saw some overlanders nearby. We've most likely been noticed.
Day 38: Met a group of armed overlanders. 9 party members were killed.
Day 39: Met a group of armed overlanders. 5 party members were killed.
Day 40: Met a group of armed overlanders. 8 party members were killed.
Day 41: Saw some overlanders nearby. We've most likely been noticed.
Day 42: Saw some overlanders nearby. Party might have been noticed.
Day 43: Saw some overlanders nearby. Party might have been noticed.
Day 44: Saw some overlanders nearby. We've most likely been noticed.
Day 45: Met a group of armed overlanders. 6 party members were killed.
Day 46: Saw some overlanders nearby. We've most likely been noticed.
Day 47: Saw some overlanders nearby. We've most likely been noticed.
Day 48: Ran into lightly armed wanderers. 2 party members were killed.
Day 49: Met a group of armed overlanders. 7 party members were killed.
Day 50: Saw some overlanders in a distance, party was most likely not noticed.
Day 51: Saw some overlanders nearby. We've most likely been noticed.
Day 52: Saw some overlanders nearby. Party might have been noticed.
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Re: Imp City, build an underground kingdom

Postby Vandar » 30 Mar 2015, 00:04

Now that the party can hide, it's fairly interesting to read their logs. Needs some more environmental reports though. Maybe also morale?

Your creatures discovered a largely unintelligible treasure map. The map unveils huge riches to be found in a yet nameless valley. The distance makes you wonder though, if you'll be still alive when your expedition returns.

Travel Log:
Day 1: Crossed a wild river. All party members survived.
Day 2: Saw some overlanders in a distance, party was most likely not noticed.
Day 3: Saw some overlanders in a distance, party was most likely not noticed.
Day 4: Made our way through bushland.
Day 5: Crossed a wild river. 2 party members were killed.
Day 6: Crossed a deserted area. All party members survived.
Day 7: Saw some overlanders in a distance, party was most likely not noticed.
Day 8: Saw some overlanders in a distance, party was most likely not noticed.
Day 9: Saw some overlanders in a distance, party was most likely not noticed.
Day 10: Saw some overlanders nearby. Party might have been noticed.
Day 11: Saw some overlanders in a distance, party was most likely not noticed.
Day 12: Saw some overlanders nearby. We've most likely been noticed.
Day 13: Party is hiding in a small cave.
Day 14: Party is still hiding.
Day 15: Party is still hiding.
Day 16: Party is still hiding.
Day 17: Party is still hiding.
Day 18: Party is still hiding.
Day 19: Continuing the journey. Saw some overlanders nearby. Party might have been noticed.
Day 20: Party dug holes to hide in.
Day 21: Continuing the journey. Saw some overlanders in a distance, party was most likely not noticed.
Day 22: Saw some overlanders in a distance, party was most likely not noticed.
Day 23: Saw some overlanders in a distance, party was most likely not noticed.
Day 24: Saw some overlanders nearby. Party might have been noticed.
Day 25: Saw some overlanders nearby. Party might have been noticed.
Day 26: Party is hiding between some huge rocks.
Day 27: Continuing the journey. Saw some overlanders nearby. Party might have been noticed.
Day 28: Ran into lightly armed wanderers. 3 party members were killed.
Day 29: Party is hiding in a small cave.
Day 30: Party is still hiding.
Day 31: Continuing the journey. Saw some overlanders nearby. We've most likely been noticed.
Day 32: Party is hiding in a small cave.
Day 33: Continuing the journey. Saw some overlanders in a distance, party was most likely not noticed.
Day 34: Saw some overlanders nearby. Party might have been noticed.
Day 35: Saw some overlanders in a distance, party was most likely not noticed.
Day 36: Saw some overlanders in a distance, party was most likely not noticed.
Day 37: Saw some overlanders nearby. Party might have been noticed.

Travel Log:
Day 27: Made our way through bushland.
Day 28: Saw some overlanders in a distance, party was most likely not noticed.
Day 29: Saw some overlanders in a distance, party was most likely not noticed.
Day 30: Saw some overlanders in a distance, party was most likely not noticed.
Day 31: Saw some overlanders in a distance, party was most likely not noticed.
Day 32: Saw some overlanders nearby. We've most likely been noticed.
Day 33: Party is hiding between some huge rocks.
Day 34: Continuing the journey. Saw some overlanders in a distance, party was most likely not noticed.
Day 35: Saw some overlanders in a distance, party was most likely not noticed.
Day 36: Saw some overlanders nearby. We've most likely been noticed.
Day 37: Party is hiding between some huge rocks.
Day 38: Party is still hiding.
Day 39: Party is still hiding.
Day 40: Continuing the journey. Saw some overlanders nearby. Party might have been noticed.
Day 41: Saw some overlanders nearby. Party might have been noticed.
Day 42: Saw some overlanders in a distance, party was most likely not noticed.
Day 43: Saw some overlanders nearby. Party might have been noticed.
Day 44: Party dug holes to hide in.
Day 45: Continuing the journey. Saw some overlanders nearby. We've most likely been noticed.
Day 46: Party is hiding between some huge rocks.
Day 47: Continuing the journey. Saw some overlanders nearby. We've most likely been noticed.
Day 48: Saw some overlanders nearby. We've most likely been noticed.
Day 49: Party dug holes to hide in.
Day 50: Party is still hiding.
Day 51: Continuing the journey. Saw some overlanders nearby. Party might have been noticed.
Day 52: Saw some overlanders in a distance, party was most likely not noticed.
Day 53: Saw some overlanders nearby. Party might have been noticed.
Day 54: Party is hiding in a small cave.
Day 55: Party is still hiding.
Day 56: Party is still hiding.
Day 57: We've been ambushed by overlanders. 10 party members were killed.
Day 58: Party is hiding in a small cave.
Day 59: Party is still hiding.
Day 60: Party is still hiding.
Day 61: Party is still hiding.
Day 62: Party is still hiding.
Day 63: Party is still hiding.
Day 64: Party is still hiding.
Day 65: Party is still hiding.
Day 66: Party is still hiding.
Day 67: Continuing the journey. Saw some overlanders in a distance, party was most likely not noticed.
Day 68: Saw some overlanders in a distance, party was most likely not noticed.
Day 69: On our way. Clear path, nothing happened.
Day 70: Passed through a dense forest.
Day 71: Crossed a swampy area. One party member was killed.
Day 72: Crossed a deep chasm. All party members survived.
Day 73: Crossed a deep chasm. All party members survived.
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Re: Imp City, build an underground kingdom

Postby Vandar » 30 Mar 2015, 12:05

I need some assistence with English. I've attached a quest and simulation log of the current state of the quest system. Please, can someone review the text and let me know about weaknesses? It's all procedurally generated, so I might not be able to make it a lot nicer, but I want to be sure it is somewhat correct English. Thanks!
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quest_and_simulation_log.txt
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Re: Imp City, build an underground kingdom

Postby Vandar » 30 Mar 2015, 23:28

Questing will run in parallel to the dungeon management, and the player can't directly influence it except for the compilation if the party, which will affect the result (combat strength, intelligence of the creatures, carrying capacity, etc ...)

It starts with a quest offer:

Then you can assemble a party and send them off. I didn't have many creatures in this example ...

If they return, you'll get a quest summary:

... and the full details of the journey if you want:
Attachments
icr013-quest_1.jpg
icr013-quest_1_party.jpg
icr013-quest_1_summary.jpg
icr013-quest_1_full_log.jpg
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Re: Imp City, build an underground kingdom

Postby Danimal » 31 Mar 2015, 01:08

Your auto questing is shaping quite nicely, what will be the rewards of a successful run?
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Re: Imp City, build an underground kingdom

Postby ImpalerWrG » 31 Mar 2015, 06:40

"Saw some overlanders in a distance, party was most likely not noticed."

Would be better phrased as

"Saw some overlanders at a distance, party was probably not noticed."

Also to compress your log, the contiguous days of hiding might be expressed as

Day 19-24 Party Hid in a small cave

Lastly 'All party members survived' seems a bit redundant, player really only needs to be informed of deaths and if their are no deaths then it's obvious everyone survived.

The ability for party members to be injured or to be missing would be a nice alternative to Death, Injury can heal and missing/separated members can rejoin the group (but the reduced group has properly reduced cumulative attributes during the time they are missing for any encounters), this would also be a good way to hook skills/creature bonuses into the party system as healers make injury removal more likely, and some kind of scout might make lost member retrieval more likely.
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Re: Imp City, build an underground kingdom

Postby Imerion » 31 Mar 2015, 10:58

Wow, this project looks very impressive and fun! Just noticed it now, saw it has been in the forums only a few days yet so much progress has been done.
Awesome work! Can't wait to try this. Will give it a go in a short while when I have some more time!
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Re: Imp City, build an underground kingdom

Postby Vandar » 31 Mar 2015, 14:54

Danimal {l Wrote}:Your auto questing is shaping quite nicely, what will be the rewards of a successful run?


At the moment I'm thinking of this:

- Coins/valuables (useful, once you get more powerful creatures which demand pay to work for you)
- Prestige items (will raise your reputation as a keeper, to attact higher level creatures to your dungeon)
- Books/scrolls (to make your library produce higher level quests, enable higher level dungeon rooms)
- High level creatures who had been imprisoned - as reward for rescuing them, they will work for free even if they are high level

Maybe I can come up with more ideas over time.

@Impaler:

I've corrected the wording, thanks for your suggestions!

Tracking the injured state seems to be too complicated to include it in next realease already, but it is an interestimng option beacause it will open the option to have a hospital and creatures specialized in healing. Both will be a nice and not-so-common idea for a dungeon.

Dwarf wyverns will make good scouts, since they are fast, stealthy and intelligent. Currently if you send a party of wyverns, they have a higher chance to avoid fights, and a higher chance to reach the right location as well as to actually find the treasure. But they can't carry much ... I am still a bit undecided how to calculate the stats for mixed parties, currently party stats are best/wordt, e.g. slowest creature dtermines speed, least stealthy creature is taken for party stealth and the most intelligent create is taken for intelligence. But in all cases this seems a but crude and begs for a more elaborate calculation.

@Imerion:

The actual part of game in this project is stil small though. You can build farms, workshops, do some mining and pile up coins. The libraries are not tied to the quest system yet, since the quest system itself is still incomplete.

A question: If the party reaches the assumed lcoation, that (they think) is the one shown on the map, how long should they search for the actual location of the treasure? Each day, they have a chance to find the place (assuming they are actually in the right area, and the map wasn't a fake), so searching longer can help at times, other times it's just awaste of time. How should the intelligence of the creatures influence search time?
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Re: Imp City, build an underground kingdom

Postby Vandar » 31 Mar 2015, 22:08

I've published a new version:

http://sourceforge.net/projects/jewelhu ... city/r013/

The game now tracks the playing time. Internally, this allowed to make jobs last some time, e.g. mining is no longer a "at once" action, but the imp has to work a while on a resource mound to extract a lump of ore. This also influenced the code for portals and farms. The total playing time is shown in the lower left window area.

I also started to work on a "reputation" system for you as a keeper. At the moment the only thing that influences it are hungry creatures. If you can't feed them, your reputation will plummet. In future your reputation will influence which creatures join you, and besides your creatures opinion also your dungeon and the furnishing of the dungeon will influence this stat.

I'm not quite decided when you will level up as a keeper, but after some success on the current level, you'll gain a keeper level, which unlocks new features, but also makes the game harder. Very blurry idea so far. Your level is shown in the top left window area. It won't change in this release.

The pillars are only decoration, I've put them into this release to get feedback on the looks. I made them low contrast on purpose, to make them stand out less. Occasionally a pillar might get lost ... will be fixed in the next version, noticed it too late.

The working parts of the quest system are included, but not linked to any game actions. To test it, you can press "t" and you'll be prompted with a quest message. You can assemble a party and send them off, and you'll get quest summary and log for this. The party will never find the destination though, that's not coded yet. It's only there to test the simulation logic, and the messages.

And last but not least, some graphics have been improved and some sounds were added.
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Re: Imp City, build an underground kingdom

Postby Vandar » 01 Apr 2015, 14:03

Slowly getting there with the quest thing ... still missing are guarded locations/buildings and the actual treasure calculation, but the creatures now are able to identify locations:

Reached destination:
Day 13: Could not find anything like the nameless cave described on the treasure map.
Day 14: We found nothing better yet.
Day 15: We found nothing better yet.
Day 16: We found nothing better yet.
Day 17: We found nothing better yet.
Day 18: We give up searching. The map must be wrong.

Reached destination:
Day 3: Could not find anything like the nameless new citadel described on the map.
Day 4: Found a building that very much looks like the nameless new citadel described on the map.
Day 5: We found nothing better yet.
Day 6: Found a signpost, markings and a building which must be be the nameless new citadel described on the map. Also interrogated a captured local about the building who supported our findings.
Day 7: We think we found the object described on the map.
Day 8: We entered the nameless new citadel and found XXX!

Reached destination:
Day 11: Found a signpost and a building which seems to be the disused storehouse of Maccthcthzeevol described on the map.
Day 12: We think we found the object described on the map.
Day 13: We entered the disused storehouse of Maccthcthzeevol and found XXX!



PS: is it "the xxx described by the map" or "the xxx described on the map"?
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Re: Imp City, build an underground kingdom

Postby Danimal » 01 Apr 2015, 14:39

im not a natural english speaker, but i think you can correct this:

Day 14: We found nothing better yet. -> Day 14: We havent found anything yet.

Day 3: Could not find anything like the nameless new citadel described on the map. -> Day 3: Could not find something like the nameless citadel described on the map.

Day 5: We found nothing better yet. -> We havent found anything yet.

Day 6: Found a signpost, markings and a building which must be be the nameless new citadel described on the map. Also interrogated a captured local about the building who supported our findings. ->
Day 6: Found a signpost, markings and a building which must be the nameless citadel described on the map. We also captured and interrogated a local about the building who confirmed our findings.

Day 8: We entered the nameless new citadel and found XXX! - Why do you always address it as new? you shouldnt

Day 11: Found a signpost and a building which seems to be the unused/abandoned storehouse of Maccthcthzeevol described on the map.
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Re: Imp City, build an underground kingdom

Postby charlie » 01 Apr 2015, 15:18

Punctuation Danimal!

i.e. havent -> haven't etc
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Re: Imp City, build an underground kingdom

Postby Vandar » 01 Apr 2015, 15:34

Danimal {l Wrote}:Day 8: We entered the nameless new citadel and found XXX! - Why do you always address it as new? you shouldnt


"New" is just another building modifer, like "ruined", "old", "disused" and some more. The program places it in every message together with the building name/description. It's not easy to avoid this.

I'll write more later. Must run now.
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Re: Imp City, build an underground kingdom

Postby Vandar » 01 Apr 2015, 21:08

I'll change the texts, thanks for the help :) Also I'll remove the "new" modifier, it doesn't fit. I'm thinking about adding "dark", "shining", "unholy" and "holy" modifiers, and removing "prison" from the buildings list, adding "henge" and "maze".
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Re: Imp City, build an underground kingdom

Postby andrewj » 03 Apr 2015, 08:27

Danimal {l Wrote}:Day 3: Could not find anything like the nameless new citadel described on the map. -> Day 3: Could not find something like the nameless citadel described on the map.

No that is actually worse -- "anything" is better in a negative context than "something".
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Re: Imp City, build an underground kingdom

Postby andrewj » 05 Apr 2015, 12:08

Does this support different resolutions and/or fullscreen?

The window is bigger than my 1024x768 desktop.
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Re: Imp City, build an underground kingdom

Postby Vandar » 05 Apr 2015, 21:58

Sorry, didn't think of this yet. The next version will support a resizeable display.

I think I have most of the quest system done now, except the actual rewards/treasures. Also, I could include ImpalerWrG's suggestion to have an "injured" state for creatures, instead of instant death on the first hit (except for a 5% critical hit chance).
In soviet russia, code debugs you.
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Re: Imp City, build an underground kingdom

Postby Vandar » 07 Apr 2015, 22:57

The hospital idea for injured creatures, nursed by other creatures turned out to be quite difficult. I've simplified it to healing wells or a creature spa.

healing_wells.jpg


I'm not entirely happy with the display yet, but besides some fine tuning of the graphics, I want to keep the idea. Currently the player can toggle two types of basins per square, by clicking multiple times.

As a side-effect of this addition, the display engine got better alpha channel handling, which might help to improve some other display details, too. And it enables ghost-like creatures which are translucent :think:
In soviet russia, code debugs you.
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Re: Imp City, build an underground kingdom

Postby Akien » 08 Apr 2015, 06:36

Looking at the pillars again, aren't they a bit high compared to the full dirt tiles?
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Re: Imp City, build an underground kingdom

Postby Vandar » 08 Apr 2015, 10:19

The pillars have about the correct height for the ceiling. I made the earth tiles shorter intentionally, so that they don't block the sight into the dungeon so much. It's a compromise.
In soviet russia, code debugs you.
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Re: Imp City, build an underground kingdom

Postby Vandar » 08 Apr 2015, 21:50

This is Corleone speaking! A new species has entered the dungeon: Chicago-style floating eyes, also known as "Mafia Eyes".

Coming soon ...
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