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yeah, the color is too aggressive, i prolly should tone it down a bit. i just took the predefined constant, 'cause manually creating 16-bit colors is somewhat hard. yet i switched to c++14, so i can use constexpr for that now.
also, equipment screen is color-coded now: red color means "i have nothing usable for this slot", and pink color means "there is only one usable item for this slot, and it is equipped right now".
another (possibly) usable idea implemented: the game will ask you if you want to wear both gauntlets/boots if there are stack of two, and two usable limbs.
looks like i am from that minority whose members have aquaphobia. or fountainphobia. for some reason i never praying too. no wonder i never won a single game, i guess.
yeah. i see the tool as something that allows you to draw predefined room shapes, place items, and edit random appearance properties, with "generate sample level" button to get a rough "feeling" of how it would look in the game. it prolly should use game graphics for this.
but if somebody has a better idea, or want to sketch an UI, you're welcome.
i'll prolly start with something simple that allows a user to draw a room, place items inside, and set some room/item properties, and we'll see what will come next.
no defined terms, tho — it may happen, or may not, i don't know yet. i have to port some code from C++ to D (my language of preference) first. i'm not planning to invest any additional efforts into windows support, but due to the cross-platform nature of the libraries i plan to use, the same code should work both in windows and GNU/Linux, so i'll prolly provide prebuilt windows binaries.
in the meantime, i am slowly writing some low-level support code, and still open to high-level suggestions.
don't even tell me that you all still creating it all manually. there should be some sort of tool to make it easier. at least to visualise the things. please, point me to it, so i will fork and mutilate it.
please, don't say that i have to create such tool from the scratch. i know, "road to death" and all that, but have at least some mercy!
and if you have no mercy, then at least help me with your ideas. how do you see teh UI of such editor? go wild! i'm not promising anything, but who knows... throw your ideas against the wall, and we'll see.
yet it will prolly require new set of aquaticaly-themed monsters. or you can have a sidequest with "scroll of revealing of old lands" as a revard. the only scroll that can be read on world map for visible terrain effect: read near the sea, it will raise the old island with a dungeon. but you will still need belt of levitation to get there. smth. like that.
the dungeon still can be hard, dark, and nasty. and it can has occasional new enemies limited to it (one or two, to make things more interesting). and, of course, a Big Boss. but i don't know what revard you can find in there, 'cause i'm absolutely sux at storytelling.
be the way: with all that water around, some sort of sailing and/or hidden underwater dungeon is simply begs to appear.
just4fun i almost ported Alien Mod (along with new "Fearless" state, and Iron Claws weapon).
yep, i know that my fork looks like a terrible mess, and suffers from balancing issues, but idc. i cannot into balancing anyway, i never won a single I.V.A.N. game in almost 15 years, so i am absolutely FEARLESS of ruining the game expirience for me. and porting all those features is at least as fun as playing the game itself.
i will prolly need a new script with "worldmap config", where i will be able to enable/disable all those new dungeons, and possibly with a possibility of adding new world locations from the script. internally, engine is already simply registering all new locations at game init, so it should not be extraordinarily hard. i hope.
upd: fixed some bugs with states; "Fearless" now removes "Paniced"; the Alien Mod graphics copied to k8ivan, and there is Alien Queen on Alien Queen Level. dunno if it is playable, though. sure, there should be some quest attached, and custom rooms, but i sux at such things.