- Improved visual feedback in combat. - Fixed 'undying' invisible enemy bug. - Added shadow effect for player character. - Added wall mounted torches with a light effect. - Changed pathfinding to use a thread pool instead of creating new thread instances for each path. - Added frost nova spell effect. - Added magic rod graphics and item data. They have no function yet, even if you might find one. - Added a first draft of the rainbow temple map. - Improved temple graphics.
I hope someone else has admin access if Bart becomes ill or something like that? It'd be terrible if OGA dies because Bart is the only one who can maintain the site and something unfortunate happens to him ...
Besides the light effect, it includes a few performance optimizations, but also renders an additional map layer ...
Notable improvements: Item labels on the map display don't overlap anymore. You can click a label to pick up the item. The leg armor slot works again, it was bugged in the r016.
I like this idea. It will make them more special, not only color, but if chosen well, signs of life and the whole world. I'm not sure if I can do that, considering my graphics skills, but I'll try.
With the rainbow guards at his heels, the thief had no time pick up the jewel that dropped from his bag, when he tripped over an old bucket in the darkness near the village well. The jewel bounced, rolled, and was gone in the sewers as quickly as the thief was in the shadows, before the guards arrived.
The imps like shiny things, they fetched the jewel from the sewers and keep it deep in their catacombs since then.
First quest to be. The other jewels will be much harder to find, but I want an early moment of success for the player. What bothers me, is that I still have no convincing design for the rainbow jewels, something that really strikes, even in 64x64 pixel size ...
Since r015, it's been mostly bugfixes and cleanup work. Item prefixes have changed, and the item-color-depends-on-mods feature is currently disabled. Some item graphics underwent some adaptions too, in lightness and size. The new walls are included as well.
Melee combat still is very clumsy, but it works. Right mouse button is bound to a fire nova spell in this release, which is handy to handle bigger groups of imps. Mana costs and mana recovery is in the demo, but there is not limit ... you can continue to cast spells even if your mana is negative already.
Same for life. You can take damage, but your character won't die.
Slain foes drop items now. 50% chance to become a magic item, 20% chance to become a double-magic item, and a 3% chance to become a rare item with 3 or more mods.
I've published a new development snapshot:
https://sourceforge.net/projects/jewelhunt/files/jewelhunt/r019/
Changes since v0.18:
- Improved visual feedback in combat.
- Fixed 'undying' invisible enemy bug.
- Added shadow effect for player character.
- Added wall mounted torches with a light effect.
- Changed pathfinding to use a thread pool instead of creating new thread instances for each path.
- Added frost nova spell effect.
- Added magic rod graphics and item data. They have no function yet, even if you might find one.
- Added a first draft of the rainbow temple map.
- Improved temple graphics.
Wall mounted torches are something fine ... and these don't even stain the walls!
Very impressive. A great addition to Open Dungeons!
I hope someone else has admin access if Bart becomes ill or something like that? It'd be terrible if OGA dies because Bart is the only one who can maintain the site and something unfortunate happens to him ...
Besides the attribution and obeying the license resutrictions (if any) there is nothing more to do.
If in doubt about some art in particular, you can always post a question on the artwork's page, each submission has a discussion thread.
Got this error today too, when I tried to log in. Another login attempt an hour later worked (so I can write this).
Now with more scary! Dungeons became daaaaark ...
http://sourceforge.net/projects/jewelhunt/files/r018/
Besides the light effect, it includes a few performance optimizations, but also renders an additional map layer ...
Notable improvements: Item labels on the map display don't overlap anymore. You can click a label to pick up the item. The leg armor slot works again, it was bugged in the r016.
I like this idea. It will make them more special, not only color, but if chosen well, signs of life and the whole world. I'm not sure if I can do that, considering my graphics skills, but I'll try.
Thanks :)
Thanks :) I'm also quite pleased with them.
A new story snippet:
With the rainbow guards at his heels, the thief had no time pick up the jewel that dropped from his bag, when he tripped over an old bucket in the darkness near the village well. The jewel bounced, rolled, and was gone in the sewers as quickly as the thief was in the shadows, before the guards arrived.
The imps like shiny things, they fetched the jewel from the sewers and keep it deep in their catacombs since then.
First quest to be. The other jewels will be much harder to find, but I want an early moment of success for the player. What bothers me, is that I still have no convincing design for the rainbow jewels, something that really strikes, even in 64x64 pixel size ...
I've published a new development snapshot:
http://sourceforge.net/projects/jewelhunt/files/r016/
Since r015, it's been mostly bugfixes and cleanup work. Item prefixes have changed, and the item-color-depends-on-mods feature is currently disabled. Some item graphics underwent some adaptions too, in lightness and size. The new walls are included as well.
Melee combat still is very clumsy, but it works. Right mouse button is bound to a fire nova spell in this release, which is handy to handle bigger groups of imps. Mana costs and mana recovery is in the demo, but there is not limit ... you can continue to cast spells even if your mana is negative already.
Same for life. You can take damage, but your character won't die.
Slain foes drop items now. 50% chance to become a magic item, 20% chance to become a double-magic item, and a 3% chance to become a rare item with 3 or more mods.
This versions almost feels like a little RPG now.
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