Xenos has support for full 3d as well as 2d. As for the performance bonuses, well, Lua is the fastest dynamic language ever. And yes, the closed nature of Flash is what drove me to create Xenos in the first place.
Aye! I have been testing the system in pvp IRL, with dice.
The core ruleset was developed over years of playing tabletop games like Warhammer /40k, Starwars Miniatures Battles, Dungeons and Dragons Miniatures, Battletech, Space Crusade, etc, etc. The things that I think most inspired it is the way the 'reaction' system in Starship Troopers Miniatures played, and the wierd turn track they had in Starfleet Battles.
When I coded the action system revamp, I also cleaned up everything for multiplayer. Once I get everything in-game working I will add the Arena.
Aye, it does look a lot better. And it palys better too, the action system revamp literally made the game play twice as fast. Double move means you can get into combat earlier, as well as position your mobs better. And double attacks mean that once the battle starts, it end twice as fast...
OK! That is done, done, done, done, done and done.
Well maybe not all done; going to hold off on the menu and backgrounds for a while, but everything else (and then some) is finished.
Here is the checklist for 1.6 so far :
// 1.6 X) Action system revamp; units now have more options what they can do during their activations; they can now move and attack, attack and move, attack twice, or move twice. X) Action state icons for Ready/Active/Done. Could be better but it works for now. Oh, and i should make a hotkey to toggle them on and off (they are useful but i hate screen clutter.) X) Adjusted character graphics - character sprites are now 20% bigger X) Added heal all button in temple. X) Added keyboard shortcuts ( M for move, A to attack, W to wait, E to end turn, S for special, H for home base, space for rotate camera ) X) Detailed class descriptions in character creation. (could be better, w/ list of skills... but I want to make sure all skills work correctly first.) X) Info box displays stats for mobs you hover over X) Changed unit list so that just clicking on a reserve unit will deploy it
Going to spend the next two weeks revamping the skill system so that baddies can use their skillz, and if I have time I will add summons and status effect skills.
hmm...
.....
Dungeon tactics is using a modded verison of irrlicht 1.7. It was included in the source package.
I am not exactly sure what you mean about a bash script that can set up all the linking...
oo, again with the mistakes uploading.
it is fixed now.
Version 1.6 is out.... tell me what you think.
http://dungeon-tactics.com/
Xenos has support for full 3d as well as 2d. As for the performance bonuses, well, Lua is the fastest dynamic language ever. And yes, the closed nature of Flash is what drove me to create Xenos in the first place.
Aye! I have been testing the system in pvp IRL, with dice.
The core ruleset was developed over years of playing tabletop games like Warhammer /40k, Starwars Miniatures Battles, Dungeons and Dragons Miniatures, Battletech, Space Crusade, etc, etc. The things that I think most inspired it is the way the 'reaction' system in Starship Troopers Miniatures played, and the wierd turn track they had in Starfleet Battles.
When I coded the action system revamp, I also cleaned up everything for multiplayer. Once I get everything in-game working I will add the Arena.
^^
Aye, it does look a lot better. And it palys better too, the action system revamp literally made the game play twice as fast. Double move means you can get into combat earlier, as well as position your mobs better. And double attacks mean that once the battle starts, it end twice as fast...
OK! That is done, done, done, done, done and done.
Well maybe not all done; going to hold off on the menu and backgrounds for a while, but everything else (and then some) is finished.
Here is the checklist for 1.6 so far :
// 1.6
X) Action system revamp; units now have more options what they can do during their activations; they can now move and attack, attack and move, attack twice, or move twice.
X) Action state icons for Ready/Active/Done. Could be better but it works for now. Oh, and i should make a hotkey to toggle them on and off (they are useful but i hate screen clutter.)
X) Adjusted character graphics - character sprites are now 20% bigger
X) Added heal all button in temple.
X) Added keyboard shortcuts ( M for move, A to attack, W to wait, E to end turn, S for special, H for home base, space for rotate camera )
X) Detailed class descriptions in character creation. (could be better, w/ list of skills... but I want to make sure all skills work correctly first.)
X) Info box displays stats for mobs you hover over
X) Changed unit list so that just clicking on a reserve unit will deploy it
Going to spend the next two weeks revamping the skill system so that baddies can use their skillz, and if I have time I will add summons and status effect skills.
yeah now if only we had more weapons...
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