Moreover, we need to decide if we let a minimum damage amount so that 50 weaklings can hurt a pitdemon (and if yes, what will be the minimum amount ?).
Doors: and new traps i would add, ok ill try to make a door for next release so at least the code is on place.
Sounds: i put up together a nice compilation, someone to cut, clean and organize them is needed.
Minor petition: to change the Ogre loading screen logo to that of OD
Well, there are also some stuff missing:Bertram {l Wrote}:--> Editor much more functional. --> Functional in 0.4.9. Done in 0.5.0. The only thing left is to be able to create new levels only through the GUI, but that's really the last thing.
IMHO, we are closer to a 1.0 version than from a 0.5.0Bertram {l Wrote}:As you can see, there is not much left to do from the original 0.5.0 goals, and several goals from the next milestone are already a reality.
- Allow to configure the level (description, goals, seats, ...)
- Allowing to configure entities (creature HP, level, trap activation, ...)
- Allowing to add objects (treasuries, research boxes, ...)
- And, as you said, allow to create a level from scratch
IMHO, we are closer to a 1.0 version than from a 0.5.0
With what we have done so far (and what is under development ATM), we are only lacking the campaign to have a full game. Of course, more features (rooms, traps, spells, sounds, ...) would be better. But now, we are not talking about making a game but about improving a game (and there is a huge difference )
Yes ^^Bertram {l Wrote}:Yep, but a no-custom-parameters level edition was the first goal and it was achieved very quickly! Anyway, we're not that far from the complete goal either.
I'm not aksing to change the name as it is still an alpha version since there is not enough data. I'm just saying that we can be proudBertram {l Wrote}:I'd still name it 0.5.0 as there is still a lot of work, especially on the GUI. :S
That's already possible to drop researchs on map. And level files will support it soon as I'm on itBertram {l Wrote}:- Crafted spells/skills: Skills left on maps, and other goodies but more on it once we can script.
I'm just saying that we can be proud
That's already possible to drop researchs on map. And level files will support it soon as I'm on it
- Infinite (or lot of) gold tile. This tile takes longer to dig, but you can get much more gold out of it.
- Mana pool: This mana pool boosts the Keeper mana regen when the tiles around it are of its color. Will be useful once we have more spells/skills.
(it could also directly add the gold to the treasury instead of throwing it to the ground)
Btw, in april 2 DK-like games will release with linux support:
https://www.gamingonlinux.com/articles/ ... hown.5016/
And of course: War for the Overworld! https://wftogame.com/
but i also loose heart when i see the differences with pro work and my own
that pour out gold to its surroundings without the need of kobolds (think of a hole into the ground with ropes and the like) at fixed intervals, kobolds would need to go carry the gold from it to treasury
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