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v70527:

v70526:
Well it took me a year to think about it, and a day to do it:

v60923:
Objects can now get lost in the terrain; search reveals (silver coin in bedroom to test this)
Character positions in room; chars are adjacent, short, medium, long.
close_distance invoked for greeting and shopping
close_distance and range checking in combat (reach weapons and magic rays, eg)
increase_distance for combat withdraw
Added attacks of opportunity for characters moving towards long-reach weapons. My gosh it seems to work!
Casting magic is no longer a free action
Fixed drop with reference to \hidden and \lost
Added some guards in the guild
Alert command; citizens call for the guards when attacked (although guards have yet to respond)
If moving closer due to out of range, will attempt to move and attack. Attacks are now either single or full attacks.

v60730:
Last version before I move house back to Doncaster!
NPCs (including Kira) are generated with skills and feats.
Auto-skill selection available.
The 'healer' profession will heal anyone who they are indifferent (or better) with, rather than friendly-or-better.
A few other minor edits.

v60727:
Added: Walls to divide map locations (in a castle, for example)
Added: Meat from harvesting animals
Eating and drinking now uses up energy points, but adds a 'digesting' effect that slowly restores energy.
Waiting no longer rapidly restores energy points; character Toughness now effects restore rate
Survival skill now used when harvesting corpses
Bugfix: Shops: Items in shops now have correct flags.
-> Haggling is now speechcraft vs speechcraft;
-> relationship remembers if haggle was successful
-> Fixed bug where shop items were generated 3 times.
-> Shopkeeper coinage now adjusted correctly when buying/selling; won't buy if not enough coins
-> Shop restocks at midnight + haggle flag reset
Bugfix: Runestones now work
Change: When adding skillpoints, a skill is made a core skill before assigning points. This means you can immediately add 4 points to a skill and it will make it a core skill.
Added: Zoning; locations now have a zone (currently with a germanic naming theme); this will be used later for crime/law.

v60717:
Bugfix: NPCs like shopkeepers and farmers can now be female (and also have a wider range of descriptors)
Bugfix: Magic rays now created properly
Bugfix: NPCs now correctly cast spells (although only the healer does this at the moment)
Bugfix: Proper item matching at shops (so you can actually buy a west map now and not end up with a northwest map)
Added: Door structures, which can be locked
Greeting is now a 'friendly action' and will attempt to make the relationship friendly
Added: Speechcraft and Savvy skills are now used for automatically haggling at stores (in a basic fashion)

v60715:
Not added much because I'm preparing to move house at the end of this month.
And I got distracted making Doom levels.
Anyway:
Added containers (e.g. the cupboard in the starting bedroom) which can be searched to reveal their contents.
Containers can be locked (i.e. store counters)
You can now look at structures to reveal how they are used (structures are immovable things like cupboards and shop counters)
Shopkeepers are now generated, carrying a key for their shop counter.
(To do: 'give' and 'take' commands so the whole shop process is broken down into an automatic, realistic step-by-step procedure)
Random names for human characters.

v60530:
Added 'magic ray' as a weapon type and set up attack routines to handle such spells.
(Also this means you can specialise in magic rays just like the other weapon types)
Spellcasters are now asked if they use Int, Wis or Per as their magic stat.
None-core skills are now blue in the skill list if the player has skill points in them.
Added a 'Whole Bunch' (tm) of spells, rearranged runes and spell mana-cost (still to be finalised)
Improved the 'look' command a bit (for example, you get a bit more info about armour and weapons)

v60521:
Worked on skill list (though skills don't do anything yet)
Changed stamina points (sp) to energy points (ep) so I don't confuse them with skill points (er, sp)
Added iterative attacks (for characters with high base attack)
Added special skills: improved dual-weapon fighting, improved dual-weapon defense, greater dual-weapon fighting, greater dual-weapon defense
Fixed crashing bug with some natural attacks
Improved victory XP to satisfactory level (though may have problem with player knocking a monster out, healing it, then killing again. Should this count for XP again?)
Hit location changes chance of causing critical hit, rather than directly modifying damage.
Rearranged some combat code; dual-weapon penalties are now correct.
Added special skill: hard attack. (action '4' in combat). More damage for a hit penalty (except with light weapons)

v60517:
Hit locations (1,2,3) now work.
New special skills: dodge, greater weapon focus, greater weapon mastery, improved critical, dual-weapon defense, bonus healing
Tidied up 'missed attack' messages and Fixed bug in which close-combat attacks always hit.
Structure for normal skills (survival, healing etc) is in, although none of them do anything at the moment.
TO DO FOR NEXT RELEASE: combat xp for defeating enemy. Differentiate 'sleep' from 'rest' to increase heal rate.
Implement basic skill useage, in particular 'heal' skill.

v60516:
Added 'bed' structure, appears in dorm and farmhouses; makes resting more efficient
Added 'run','sprint','go','walk' actions; running or sprinting gets you there faster at the expense of stamina
Added more weapons and 'basic' flag for knifes, clubs and staves (anyone can use them proficiently)
Shops are now stocked automatically.
Finetuned weapon damage whilst also making it more random
Added 'fluff' type to add descriptions to locations (e.g. rocks, trees; at some point you will be able to 'harvest' them)
Added river terrain
Expanded playing area.
Map sections now automatically scale to whatever playing area size is being used. There are now 9 map sections.
Monsters and characters now have a favoured terrain that they prefer to move into when wandering.
'harvest' now automatically delivers a coup-de-grace
fixed: characters are identified better, e.g. 'kill gobler' will now work on black-goblers
fixed: stunned monsters no longer stuck in loop
fixed: time related stuff

v60508:
Added effects: poison, stunning, resting
Black-Goblers now come in a variety of sizes; normal sized gobler should be easier for 1st level character to beat.
Black-Goblers can now poison if they hit; resisted by a characters fortitude; it can reduce the victims agility.
Added time. Most actions use up one 'tick'. Moving location uses up five ticks. Resting uses up ten ticks.
A side-bar now displays your characters details and the time of day.
Characters now have a adjective/noun description and an actual name; e.g. When you first meet Himiko, you see her has a 'wise woman' until you discover her name.
New spell: 'cast w' = create water = makes a bottle of water which can be drank to recover stamina.
New commands:
'rest'; rests for 10 ticks (do this repeatedly to recover lost hit points or attributes)
'greet'; use to learn the name of a friendly stranger.
'drink'; to drink bottles of water.

1/5/06:
Some internal restructuring for various things - input handling, spell handling and a new Type for character effects (poisons, stunning etc)
Experience for fighting starts very low in the first turn of combat, and increases until maximal in turn 5.
This way not much experience is earnt if you are immediately killed or have to run away, or if you are so powerful you kill the enemy in a few turns.
Basically not much new to see here as a player, and still not much 'game' stuff in yet, I'm afraid.

25/4/06:
Added some axes to the weapon shop, and lots of armour to the adventurers shop.
Added maps; you start off with a local map and can buy more from the shop.
'map' command will bring it up. A 'compass' item will be put in the game - when you buy it, it tracks your position on the map.
Added some more classes. I originally didn't want to add more than the original Crystal Orb classes, but, well, then it seemed appropriate to do so.
You get more experience for fighting tougher opponents; note that you get XP for fighting, not for killing.
You could level up quickly by repeatedly fighting the guild leader, getting killed, recalling and repeating.
You can now gain XP by casting spells.

24/4/06:
You can now level up. Once you reach 1000 XP, go find one of the three training areas in the guild, and use the 'train' command. If you don't already have a level in that field of training, you will be asked to select one.
Otherwise you advance in your previously chosen class.
Critical hits are in.
You gain experience points for creating hides and chitin.
Improved Initiative special skill.
Two spells, to give spellcasters something to do:
'cast a>' is a Mind Strike, which will stun weaker opponents.
'cast f>' is a Fireball, which is a fireball.

23/4/06: Character creation is a little better; You can skip it entirely and go straight into the game as Kira.
Otherwise you pick a class, name, gender, birthsign, weapon proficiencies and a special skill.
To stop it from getting too complicated, you aren't asked to generate attributes like Strength, Personality etc.
Instead these are generated automatically based on what class and birthsign you picked.
In the game, the 'stats' command will show you this.
The birthsigns are taken from folklore all around the world! I hope you find them interesting.
You can now also specify 'all' or 'everything' when using 'get', 'drop', 'wield', 'wear' etc.
You can try this out in the new starting room (your dormitory) since you wake up naked.

22/4/06: The basis for character creation is in.
On startup, you are asked what class you want to be.
Magicians and Philosophers are 'spellcasters'; they get one weapon proficiency but access to spells.
Mystics and Fools are 'experts' or jack-of-all-trades; they get two weapon proficiencies (and more skill points, when I program them in)
Adventurers and Mercenaries are 'warriors'; they get four weapon proficiencies. They will also gain 'Special Skills' faster than anyone else.
The class names, like monster names, are taken from the original Crystal Orb.
Apologies in advance for the clumsy Special Skill / Weapon Proficiency selection.
To select one from the menu, you have to type in its two-letter code or write out the whole name.
Weapon proficiencies are selected one at a time.
Other than healing, no spells have yet been put in, so don't expect spellcasters to be able to do anything.
Combat descriptions are a little more interesting still, with dodging, parrying and so forth.

You may also notice that the screen clears when you move to a new location, which will look wierd because the text stays at the bottom.
This is because I haven't worked out how to reset the text cursor in Blitz.

21/4/06: Been working on the type structure for special abilities and classes. Not much new from the players point of view, but combat
descriptions are a little more interesting. This version released so you can test for errors etc.

17/4/06: Buy and sell items at the adventurer's shop (South and Enter from start)
'list' shows what items are for sale there.

16/4/06: New command 'harvest' allows you to to create a hide from an animal corpse.
You must first create a corpse by 'killing' a dying creature, which will deliver a coup-de-grace.
Kira is temporarily starting as a level 4 fighter, so she can practice this.
XP is in, although you can't 'level up' yet.

15/4/06: Internal structure for spellcasting is now in, as demonstrated by the temple cleric. If you die and recall, she will be ready there to heal you.
Unless you attack her, of course.
Spellcasting will be rune based; F=fire, W=water, A=air, E=earth, >=other, <=self
For example, 'cast w>' will be 'heal other'. 'w' on it's on will be heal self. 'w<' will be something like 'increase willpower' or something.
'f' = light, 'f>' = fireball, 'f<' = increase strength
Then various spells for combinations like 'ea' or 'fw>' etc.

14/4/06: Rudimentary combat is now in; it should work for unarmed, single and dual weapon attacks.
If you are killed or knocked unconscious, the 'recall' command will take you back to the Temple with 1 hit point.
(I've yet to add a healer here)
Duncan will probably kill Kira in combat; but there are some 'fanged-snappers' in the wilderness to fight.

10/4/06: Added a bit of colour to different terrain types. A few castles to 'explore'.
Added some farmland and farmhouses. You can now look at objects for a brief description/weight/value.
Added encumberance levels (Statue in guildhouse added to test this.)

Although it's just text at the moment, it shouldn't be too hard to add some simple graphics later (like the other Crystal Orb games)
Possibly something like the side-view in the Speccy adventure 'Valhalla'.
coaversionhistory, Rev. 2, Last changed on 2008-05-22 13:15, 187 page hits
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