Btw, I'll update the game version to 0.5.0 in the development branch when hwoarangmy's PR will be in.
(I do think too that we should do a network play to test the new FOW and make sure everything stays reliable enough for the brand new server logic.)
News draft proposal:Feel free to propose improvements so we can put that on the website and move on with the 0.5.0 development: Ho Ho Ho, Dear awful Keepers and fearful Keeperesses,
We wish you a merry, jolly and vicious torture time with you dreadful minions. And to help you process the knight's laughable will into madness with more ease and pleasure, we are utterly satisfied to introduce you to the new version of our favourite dark magic tool.
Yes, OpenDungeons 0.4.9 is now
released:
-
Windows link: http://sourceforge.net/projects/opendun ... p/download-
Linux/source link: http://sourceforge.net/projects/opendun ... z/downloadGeneral changelog:- Multiplayer support for demons sake!!
- Rock-solid core gameplay!
- Very moddable levels and creatures!
- New rooms!
- A functional AI that can win!
- Traps!
- New revamped UI!
- More efficient workers and a good battle logic!
- The game is very playable already!
- More at:
https://github.com/OpenDungeons/OpenDungeons/issues/9And a even more precise list of commits:
https://github.com/OpenDungeons/OpenDun ... ommits/0.4Some comparative pics/video between 0.4.8 and 0.4.9:
0.4.8:http://i.ytimg.com/vi/fQw5YqMBnHE/maxresdefault.jpghttp://www.youtube.com/watch?v=DzY5Y6vBo7k0.4.9:viewtopic.php?f=35&t=5961http://youtu.be/Mv_eu3-AdYsSo, what has happened all this year already?To answer simply, the project had reach a stall and to make it alive again, the OD artists requested a new Windows 32 snapshot to see what they could improve.
Bertram first answered the call and tried for a few weeks to make it build and run again on Windows. Even if that guy had a hard time to make it compile at the time (and was rather a noob with such deps), it permitted to point out certain problems, such as the need to upgrade the dependencies and report certain compilation problems upstream.
Paul and him then paired on this one and a first win32 snapshot went online after a month or two.
Then, by getting familiar with the code and seeing it run, Bertram couldn't leave the project like that and started proposing patches to fix this and that, helped by oln, Paul and nido at the time.
But the actual momentum happened with the arrival of hwoarangmy, and soon after with Akien, who both helped coordinating the project, and for hwoarangmy, recoded half of it (and more changes to it are incoming).
While Danimal was improving the game models, eugeneloza was on the new minions beds, and Akien was on packaging stuff and Bertram was mainly on upgrading the GUI.
A lot of features, bugfixes and cleanups happened in very few time, when you think about it before this beast went out.
Let's take a few lines to thank the cool team that gathered here and poured a lot of blood into th development evil cup to produce this. Hopefully, they will never realize all the foolishness it is to think they're leading the project while everybody knows Danimal is secretly pulling all the strings.
Development didn't go without brain damages, though. Bertram developed an unexplainable and pathetic fear for Big Knights, eugeneloza had to use his big voice, and Akien even had to start learning how to code.
But a lot is also planned for 0.5.0 with almost completed addition of an actual Fog of war thanks to hwoarangmy, some work on the GUI, on the materials, on more rooms, on user settings support, ...
If you're simply curious or better if you wanna help, test, or document the next version, feel free to have a look at the issues at github, and get in touch!
https://github.com/OpenDungeons/OpenDungeons/issuesSome crazy guy willing to work on improving the visuals would be perfect but we'll always find a use for you, be it on testing, or down below the dungeon, tortured with some lava. ;>
See you next year fellow ones.