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Yodhe
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« Reply #64 on: July 09, 2012, 10:28:11 PM » |
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Well done, I hope to devote an hour or two of my very limited spare time in the next couple of days, to giving this a go, and giving some feedback, and hopefully getting some inspiration as well.
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Ultima Ratio Regum
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« Reply #65 on: July 10, 2012, 04:19:24 PM » |
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Well done, I hope to devote an hour or two of my very limited spare time in the next couple of days, to giving this a go, and giving some feedback, and hopefully getting some inspiration as well.
Thanks a lot - I hope you like it, and I hope it helps you towards whatever your target is. 16 months ago, not a line of code had been touched in my life .
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Recs
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« Reply #69 on: July 23, 2012, 09:34:04 PM » |
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is there any chance of a more "graphical" tileset down the line?
I can deal with ascii when the setings are simpler (less complex environments and less kinds of creatures/objects), but on games of this scale it confuses me.
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thatredant
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« Reply #70 on: July 23, 2012, 10:10:10 PM » |
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This terrain generation in this game is really solid! I just downloaded it today. Good luck with alpha
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Working on a resource-gathering realtime roguelike!
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Ultima Ratio Regum
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« Reply #71 on: July 25, 2012, 03:58:42 PM » |
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is there any chance of a more "graphical" tileset down the line?
I can deal with ascii when the setings are simpler (less complex environments and less kinds of creatures/objects), but on games of this scale it confuses me.
There is, but it's not a priority at the moment. Depending on the interest, I might move it up, but that's currently on the cards for 1.0.0. This terrain generation in this game is really solid! I just downloaded it today. Good luck with alpha Thanks! Glad to hear it
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Ultima Ratio Regum
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« Reply #74 on: August 28, 2012, 06:52:28 AM » |
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Mini-update: all three eras planned out, but more importantly, work on 0.2.0 has now properly begun - the first thing has even been ticked off the development plan! Not, I confess, a BIG thing, but I've also got a few days' work on programming in the skill trees. You can navigate around them at the moment, and they fit in well so far with the rest of the game, can be easily accessed/scrolled through, etc. Also, some of the work on the material library is done, and materials now have a huge number of new properties, and this new system (though predominantly under-the-hood at the moment) will have a significant impact on things like weapons, armor and constructions later. http://www.ultimaratioregum.co.uk/game/development-plan-2/
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nihilocrat
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« Reply #75 on: August 28, 2012, 09:21:18 AM » |
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I'm liking the look of the skill trees, I always prefer some variety and choice instead of just bumping up a stat continuously.
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Ultima Ratio Regum
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« Reply #76 on: September 03, 2012, 03:48:36 PM » |
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I'm liking the look of the skill trees, I always prefer some variety and choice instead of just bumping up a stat continuously.
Thanks, glad to hear it . The first skill ideas I had were very dull and poorly thought-through; I think these will be vastly more interesting. MEANWHILE, a new blog entry! With lots of words, and no pictures. The next entry, however, will have lots of pictures and few words. Such is life. http://www.ultimaratioregum.co.uk/game/2012/09/04/pretentious-gaming-talk-i/
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