Darklands: Tales from Transylvania- First Demo out now!
#21
Posted 22 January 2013 - 02:59 AM
- NPC's are now more than just waking signposts- you can engage in conversation with them! It's pretty limited, you may ask them particular keywords like "name", "job" etc. and they'll respond with relevant information (if they have any). NPC's can now buy and sell equipment through trade, and you can ask them for work directly
- Oh, and speaking of, equipment! A small set of base items, like cloaks, sandals, daggers etc, and a huge range of enchantments, like "rust" for iron weapons, "flanging" for maces, "sturdiness" for wooden items and so on. All are dynamically assigned values based on their enchantments, which influences how much they cost, how much they sell for and (eventually) how often they will appear!
- Inventory screen! Equip and learn about your awesome new equipment here, by hitting the I key
Lots of new stuff planned, not least of which a much better demo! The next versions will also have:
- Fancier dungeons, with traps and levers and hidden passageways and other cool, dungeon-esque things
- Magic! A few ideas on how this'll work but I'll keep it hush-hush for now
- A combat system a little closer to the standard D&D 3.5 or 4.0 ruleset. In fact a lot of things will borrow from this ruleset, including incrementors and d20 dice rolls (a short stint as dungeon master has given me many ideas on how to make this game more fun!)
- Music! This'll need a note-block system, so any composers out there, contact me!
- More art! I'm always looking for a good artist. If you're there and can commit to a big project, contact me!
The story is also written- it will be a historic fantasy set in medieval Romania, and the prequel to a novel I wrote for a contest last year.
Watch this page for more info!
#23
Posted 22 January 2013 - 06:00 AM
or maybe a pastebin for us lazy soals?
#24
Posted 22 January 2013 - 12:30 PM
Skullblade, on 22 January 2013 - 06:00 AM, said:
or maybe a pastebin for us lazy soals?
I can't pastebin right now, as it's quite a few files (5 or 6) and needs to be submitted as a zip.
#25
Posted 22 January 2013 - 12:46 PM
#26
Posted 22 January 2013 - 03:57 PM
EDIT: Nevermind figured it out. heres how.
go .miecraft/saves/(world name)/computer/(computer id) extractt the .zip
then go to your computer, type cd rpg
then type rpg
follow onscreen
#27
Posted 22 January 2013 - 04:34 PM
#28
Posted 05 February 2013 - 12:37 PM
#29
Posted 05 February 2013 - 12:50 PM
#30
Posted 06 February 2013 - 11:39 AM
#31
Posted 18 February 2013 - 02:44 PM
Also, off-topic: How about adding an API for submitting highscores over rednet? That would be awesome!
#32
Posted 10 March 2013 - 12:51 AM
#33
Posted 10 March 2013 - 12:25 PM
ssandiss, on 10 March 2013 - 12:51 AM, said:
I was lucky too download it when there was one
@nitrogenfingers
Will you be releasing a new download link soon since I think I accidently deleted the game and
would like to play it again..
#34
Posted 10 March 2013 - 04:07 PM
- Colour support. I really can't promise this, this time but I'll give it my level headed best effort.
- The stuff I've already done- better NPC conversations, more dynamic quest, cool equipment, trading, dungeons maps and compasses being made available zelda-style through chests
- A much larger world this time. Just the one town but about 6 dungeons and a lot more NPC's. Nebun will be divided into two areas.
And for later versions:
- Expanding on this word- I have a total of 5 towns planned and over 30 dungeons
- Magic- I've got the system sorted out, there'll be a day night cycle and two 'schools' of magic, Solumagus and Lunamagus, the former being powered by the sun and being spells like fireballs, healing and other one-off spells, while the latter is powered by the moon and is for more constant effect spells like protective shielding, necromancy (thread revival!) and weavesight.
I've also written up an accompanying novella to release when the game is done, to give a bit of background into the history.
#35
Posted 11 March 2013 - 01:10 PM
#36
Posted 12 March 2013 - 03:05 AM
To have this thing finished is going to take weeks of solid work.
Anyway, new demo is out now! It's about 3 times bigger than the old demo, with better dialogue, more secrets, and more dungeons to explore. You have to use your wits a bit better. But as far along as it has come (and really, it's leagues away from the original), there's still so much left to do...
I'm afraid it's still not in colour. That was just too much of a job for this time.
You can get it here: http://www.mediafire...vkoea1298t7tpvk
Yes it's a mediafire link, and yes a proper installer will be coming soon.
Please play, bugtest and give me your feedback. Let me know how you like it!
NF
#37
Posted 12 March 2013 - 03:20 AM
One suggestion, when starting the game, and you press any key to start, the pressed key shows up in the dialogue where you type your new name. To prevent that, after you detect the key has been pressed to start the game, before you start typing your new name, add:
os.queueEvent("derp")
os.pullEvent()
It should prevent the key from showing up.
Once again.... Absolutely amazing..........
#38
Posted 12 March 2013 - 03:35 AM
GravityScore, on 12 March 2013 - 03:20 AM, said:
os.queueEvent("derp")
os.pullEvent()
It should prevent the key from showing up.sleep(0)thats the way I had to stop my guis from having the char event go back to the shell
EDIT: Even just os.pullEvent would help as it removes char event
#39
Posted 12 March 2013 - 03:39 AM
GravityScore, on 12 March 2013 - 03:20 AM, said:
One suggestion, when starting the game, and you press any key to start, the pressed key shows up in the dialogue where you type your new name. To prevent that, after you detect the key has been pressed to start the game, before you start typing your new name, add:
os.queueEvent("derp")
os.pullEvent()
It should prevent the key from showing up.
Once again.... Absolutely amazing..........
Thank you- I never noticed because I always type "enter" when that bit pops up. I've since made the change, and I appreciate noticing the effort that went into this- it was a solid 2 days work. But I think it's approaching being more than just a CC distraction, and an actual, real game, and I guess these sorts of things weren't easy to program back in the day.
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