download now (10MB)
Change log
- Enemy sprite changing more accurate
- New enemies and a new demo level
- Improved water texture
- Fixed bug with dying and added respawn points
- Updated lava texture animation and added glow
- Refined dungeon textures
- Turned on movement cheat for quick-start for easier testing
- Modified portals and added lights
- Modified day/night cycle
- Modified player lights
- More shrubbery
- Enemies get less stuck on pillars in the dungeons
Blog notes
This is the third anniversary edition of the game. It's come a long slow way and may take more years to complete, but that's OK. It's been a great learning process and creative exercise.
I said this was going to be a fast update, but it doesn't really matter that it isn't. The progress is very slow because I don't have much motivation. This game is for myself more than anyone else, but I intend to put many strange jokes and lighthearted humor to entertain potential players.
Saturday, 7 October 2017
Tuesday, 1 August 2017
Update - Roaming the land of Death (alpha v1.45)
Download - 6.5MB
- Added spawn tile
- Improved boss variance
- Updated portals to "teleporters" with particles
- Added quick start button
- Fixed: doesn't snow at game start any more
- AI enemies can no longer walk into solid objects
- Changed how enemies react when colliding with each other
- Added shrub cover similar to rocks and now makes player invisible for 2s
- Updated textures on covers
- Can no longer shoot from cover
- Enemies can shoot through trees
- Stealth powerup (purple) now works, 15s
- Rewrote stealth script
- Replaced "clouds" with particles, now accompanies rain
- Updated sprites for trees and bushes
- Removed old transport pads to second area
- Added spawn tile
- Improved boss variance
- Updated portals to "teleporters" with particles
- Added quick start button
- Fixed: doesn't snow at game start any more
- AI enemies can no longer walk into solid objects
- Changed how enemies react when colliding with each other
- Added shrub cover similar to rocks and now makes player invisible for 2s
- Updated textures on covers
- Can no longer shoot from cover
- Enemies can shoot through trees
- Stealth powerup (purple) now works, 15s
- Rewrote stealth script
- Replaced "clouds" with particles, now accompanies rain
- Updated sprites for trees and bushes
- Removed old transport pads to second area
Saturday, 25 March 2017
Update - Roaming the land of Death (alpha v1.4)
Misc + bug fixes
- Improved performance since last version
- Merchant offers reiki
- Dungeon tiles updated and pillars added
- Walls and pillars have sfx
- Pathing updated
- New Cryomancer ability that shoots ice spikes
- Power-ups spawn in the dungeons (only blue works)
- Improved performance since last version
- Merchant offers reiki
- Dungeon tiles updated and pillars added
- Walls and pillars have sfx
- Pathing updated
- New Cryomancer ability that shoots ice spikes
- Power-ups spawn in the dungeons (only blue works)
- Water tiles updated
- Inventory, power-up bar, score display- disabled until working
- Name change dialogue no longer shows up in game (bugfix)
- New fire tentacle beast with a special attack
- New brick path added and map altered
- Fireball sfx added
- Auto mapping grass
- Weapon upgrade merchant (upgrades are cosmetic only right now)
- Depth improved for walls
- Rock decorations added
- Dark ground textures improved
- New brick path added and map altered
- Fireball sfx added
- Auto mapping grass
- Weapon upgrade merchant (upgrades are cosmetic only right now)
- Depth improved for walls
- Rock decorations added
- Dark ground textures improved
Dev Blog - Roaming the land of Death (alpha v1.4)
Why have I not updated recently?
I have upgraded my computer from an AMD 990X and Phenom II x4 955 3.2+, to an Intel i7-4770 3.4-3.9 and H97 board. The transition was delayed by operating system and hard drive problems, but I now have Windows 10 installed on an Intel 330 SSD.
I was able to make progress on design and level ideas while that was happening.
I delayed releasing a new version because I felt there were too many bugs and too little progress. But now some good progress has been made, particularly in the areas of texture and map work.
What are the plans for the release of the new version?
I have upgraded my computer from an AMD 990X and Phenom II x4 955 3.2+, to an Intel i7-4770 3.4-3.9 and H97 board. The transition was delayed by operating system and hard drive problems, but I now have Windows 10 installed on an Intel 330 SSD.
I was able to make progress on design and level ideas while that was happening.
I delayed releasing a new version because I felt there were too many bugs and too little progress. But now some good progress has been made, particularly in the areas of texture and map work.
What are the plans for the release of the new version?
Improved textures. There is a pattern here... the textures are always in need of improving. I got rid of the variance in ground textures and just made them better. I made grass auto spawn on regular ground, making mapping easier. Improved path tiles have been added, but they aren't perfect yet.
Randomly generated power-ups. This version will have cooldown reduction power-ups (blue).
Randomly generated power-ups. This version will have cooldown reduction power-ups (blue).
Improved pathing for all enemies and minions. This means that I don't have to place the pathing points individually, they spawn themselves. Creeps will hopefully no longer walk over water/lava and through walls.
Removal of features that don't work. As someone has rightly pointed out, there are things in the game that have no functionality but are there to make it look better. I will strip them from the game until they work.
What are the plans for the version succeeding that?
I plan to add a new level that I have been brainstorming for a while. I may introduce a level key system so you have to unlock levels by completing quests. I will wait to reveal much more about it.
What are the plans for the version succeeding that?
I plan to add a new level that I have been brainstorming for a while. I may introduce a level key system so you have to unlock levels by completing quests. I will wait to reveal much more about it.
Tuesday, 11 October 2016
Update - Roaming the land of Death (alpha v1.30)
Download - 6MB
Bugs and Map improvements
- Fixed lighting in boss room
- Added lighting directly under the player
- Some player lights have been tweaked
- Dark wizard area has been improved with some walls
- Water now has perspective, and cannot be walked on
- A river has been added to the first map
- A lake has been added to the first dungeon
- Lava now has perspective
Bugs and Map improvements
- Fixed lighting in boss room
- Added lighting directly under the player
- Some player lights have been tweaked
- Dark wizard area has been improved with some walls
- Water now has perspective, and cannot be walked on
- A river has been added to the first map
- A lake has been added to the first dungeon
- Lava now has perspective
- Shortcuts added to first part of the level (mages only)
- Teleporters now lead to a town level with minimal content
- Dark ground now always turns to snow
Known bugs
- Shortcut text gets too big with change of room
- Ground tiles don't update to the conditions after switching rooms
- Mobs can walk over water/lava
- Teleporters now lead to a town level with minimal content
- Dark ground now always turns to snow
Known bugs
- Shortcut text gets too big with change of room
- Ground tiles don't update to the conditions after switching rooms
- Mobs can walk over water/lava
Sunday, 25 September 2016
Dev Blog - Roaming the land of Death (alpha v1.30)
25/09
I have been working on the new systems that I will be using to provide interesting ways to navigate the game world.
The first of these systems is shortcuts. I have an object that teleports the player when activated by the correct ability class, if the player has the required level.
Soon I will be making some more content now that most of the effects are looking good.
The first of these systems is shortcuts. I have an object that teleports the player when activated by the correct ability class, if the player has the required level.
Soon I will be making some more content now that most of the effects are looking good.
29/09
Made some more floor tiles. some of them are for the first dungeons and some will be for future rooms.
02/10
Made teleporting easier/better, and opened the new area as a hub/teleporting zone.
04/10
Fixed some bugs and improved part of the map where the dark wizards are.
10/10
It took longer than it should have, but to got auto perspective tiling working for water and lava. This is quite good for the feel of the game as well as saving me wasting my time with spaghetti code.
11/10
Fixed the bugs with auto tiling and added more to the dungeon. Tidied up a lot of the map, still more to work on. Currently the second level looks like a total mess.
This is probably the end of the 1.30 dev blog, it will be released shortly.
02/10
Made teleporting easier/better, and opened the new area as a hub/teleporting zone.
04/10
Fixed some bugs and improved part of the map where the dark wizards are.
10/10
It took longer than it should have, but to got auto perspective tiling working for water and lava. This is quite good for the feel of the game as well as saving me wasting my time with spaghetti code.
11/10
Fixed the bugs with auto tiling and added more to the dungeon. Tidied up a lot of the map, still more to work on. Currently the second level looks like a total mess.
This is probably the end of the 1.30 dev blog, it will be released shortly.
Tuesday, 20 September 2016
Update - Roaming the land of Death (alpha v1.28)
Download (6.4MB exe)
Dungeons and Misc
- Improved xp bar and level display text
- Reduced size of enemy health text
- Hunter sprites finished
- Class rotating previews smoother, added scientist and hunter
- Abilities are once again destroyed if they kill an enemy
- Improved dungeon tiles, and walls are now solid
- Cleaned up dungeon mapping
- Improved enemy shadow wizard
Lighting
- Player lights added for more vision at night and in dungeons
- Day/night cycle and in-game time is now persistent between rooms
- Added ability lighting effects
- Added lighting for loot drops
Dungeons and Misc
- Improved xp bar and level display text- Reduced size of enemy health text
- Hunter sprites finished
- Class rotating previews smoother, added scientist and hunter
- Abilities are once again destroyed if they kill an enemy
- Improved dungeon tiles, and walls are now solid
- Cleaned up dungeon mapping
- Improved enemy shadow wizard
Lighting
- Player lights added for more vision at night and in dungeons- Day/night cycle and in-game time is now persistent between rooms
- Day/night cycle lengthened
- Torch lights upgraded- Added ability lighting effects
- Added lighting for loot drops
Wednesday, 7 September 2016
Update - Roaming the land of Death (alpha V1.25)
Download - (6.1MB)
New class - Brute (for testing)
- Ability 1 is a a short range "melee" attack
- Ability 3 (aura) blocks enemy attacks
- Ability 4 (aura) regenerates health if below 70%
- Ability 5 (aura) bombards nearby enemies with damage
(auras have a bug where activating a different one will stop all)
Hunter Changes
- New sprites (not finished)
- Ability 5 (aura) marks enemies for bonus damage (possible bug)
- Ability 3 now locks-on to targets in a limited way
- Hunter abilities now have impact particles
- Abilities 3 and 7 now have particles
Weapon changes
- Weapons modified
- Weapon origins changed
Ability changes
- Auras will now drain mana when used
- Auras are persistent between rooms
- Shadow aura no longer returns mana
- Auras now have varied spawn limits
- Aura healing and damage modified
- Enemy attacks now have impact particles
- (spaghetti part 4) GUI now properly shows skillshots depending on abilities
New class - Brute (for testing)
- Ability 1 is a a short range "melee" attack
- Ability 3 (aura) blocks enemy attacks
- Ability 4 (aura) regenerates health if below 70%
- Ability 5 (aura) bombards nearby enemies with damage
(auras have a bug where activating a different one will stop all)
Hunter Changes
- New sprites (not finished)
- Ability 5 (aura) marks enemies for bonus damage (possible bug)
- Ability 3 now locks-on to targets in a limited way
- Hunter abilities now have impact particles
- Abilities 3 and 7 now have particles
Weapon changes
- Weapons modified
- Weapon origins changed
Ability changes
- Auras will now drain mana when used
- Auras are persistent between rooms
- Shadow aura no longer returns mana
- Auras now have varied spawn limits
- Aura healing and damage modified
- Enemy attacks now have impact particles
- (spaghetti part 4) GUI now properly shows skillshots depending on abilities
Thursday, 25 August 2016
Update - Roaming the land of Death (alpha v1.2)
Download (6.1MB)
Ability damage (spaghetti code rewrite part 3)
- Every ability now has its own damage value
(you don't want to know what it was before)
- Ability damage coded to be easy to change
- Light ability 4 now fires its secondary projectiles
- Damage values changed for most abilities (mostly buffed)
- Aura abilities no longer get stuck in trees
- Ability impact particles updated
- Ability type parents created
New class - Hunter (beta)
- Ability 1 fires an arrow
- Ability 2 fires 3 arrows
- Ability 3 fires a healing arrow
- Ability 7 fires an explosive arrow
Weapon update
- Weapons now have aiming sprite
- Depth fixed
Pet update
- Health now drawn in GUI
- GUI now includes text indicating the pet and it's level
- Pets can now level up
- Armour stats added
- Health buffed
- Upgraded pets now fire elemental abilities
Misc
- Shadow ghosts are now partially transparent
- New tentacle beast variant
- Player now has an armour value
Known bugs
- Enemies sometimes path towards the edge of the map then come back due to a pathing fail-safe
Ability damage (spaghetti code rewrite part 3)
- Every ability now has its own damage value
(you don't want to know what it was before)
- Ability damage coded to be easy to change
- Light ability 4 now fires its secondary projectiles
- Damage values changed for most abilities (mostly buffed)
- Aura abilities no longer get stuck in trees
- Ability impact particles updated
- Ability type parents created
New class - Hunter (beta)
- Ability 1 fires an arrow
- Ability 2 fires 3 arrows
- Ability 3 fires a healing arrow
- Ability 7 fires an explosive arrow
Weapon update
- Weapons now have aiming sprite
- Depth fixed
Pet update
- Health now drawn in GUI
- GUI now includes text indicating the pet and it's level
- Pets can now level up
- Armour stats added
- Health buffed
- Upgraded pets now fire elemental abilities
Misc
- Shadow ghosts are now partially transparent
- New tentacle beast variant
- Player now has an armour value
Known bugs
- Enemies sometimes path towards the edge of the map then come back due to a pathing fail-safe
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| v1.2 |
Friday, 19 August 2016
Update Notes - Roaming the land of Death (alpha v1.15)
Download (6.1MB)
NPC update
- Merchant now works, sells full health and mana recharges
- Trainers have more information
- NPC names are now drawn in GUI layer
- Merchant added to checkpoint area
Boss update
- New health bar style
- Random name generator v1
- Enemy HP text moved
- Parent made for bosses and boss abilities
- Test bosses added to the map
- Bosses now drop an improved mana pickup
Armour update
- Armour is now % damage reduction
- Updated most mobs armour values
Spaghetti code rewrite part 2
- All abilities now transitioned to the rewritten system
- Removed all of the old system and associated objects
- Fonts are consistent again
- Filled in ability gaps with random abilities from other classes
- Mana costs are now shown on GUI, and coded to be easy to change
Scientist
- Can be tested but not fully ready
- Health pack now works
- Ability 4 added, no effect but it looks cool
Misc
- Crypt entrance sprite updated
- Map updated slightly
NPC update
- Merchant now works, sells full health and mana recharges
- Trainers have more information
- NPC names are now drawn in GUI layer
- Merchant added to checkpoint area
Boss update
- New health bar style
- Random name generator v1
- Enemy HP text moved
- Parent made for bosses and boss abilities
- Test bosses added to the map
- Bosses now drop an improved mana pickup
Armour update
- Armour is now % damage reduction
- Updated most mobs armour values
Spaghetti code rewrite part 2
- All abilities now transitioned to the rewritten system
- Removed all of the old system and associated objects
- Fonts are consistent again
- Filled in ability gaps with random abilities from other classes
- Mana costs are now shown on GUI, and coded to be easy to change
Scientist
- Can be tested but not fully ready
- Health pack now works
- Ability 4 added, no effect but it looks cool
Misc
- Crypt entrance sprite updated
- Map updated slightly
Saturday, 13 August 2016
Update Notes - Roaming the land of Death (alpha v1.1)
Download (7MB)
- Updated particles for falling leaves in autumn
- Updated aura particles and colours
- Updated ability particles and colours
- Updated loot beam particles
- Updated spawner particles (unfinished)
- Depth fixed for most particles
- Mana regeneration changed
- Shadow mage aura no longer heals past full hp
- Healing spells no longer heal above full hp
- Regeneration now scales with level
- Health and mana scaling changed
- Enemy health bars are now drawn in GUI layer
- Tentacle beast pathing changed
- Cooldown system rewritten
- XP bars now consistent between classes
- Decreased the size of loot bags
- Modified loot system to not roll over after 99. Instead, loot currency will be used for different things depending on its value
- Possible error related to enemy pathing
Particle overhaul
- New particle systems made for snow and rain effects- Updated particles for falling leaves in autumn
- Updated aura particles and colours
- Updated ability particles and colours
- Updated loot beam particles
- Updated spawner particles (unfinished)
- Depth fixed for most particles
Old code rewrite
- Health regeneration works again- Mana regeneration changed
- Shadow mage aura no longer heals past full hp
- Healing spells no longer heal above full hp
- Regeneration now scales with level
- Health and mana scaling changed
- Enemy health bars are now drawn in GUI layer
- Tentacle beast pathing changed
- Cooldown system rewritten
- XP bars now consistent between classes
Misc
- Ledge sprites added to lava pits- Decreased the size of loot bags
- Modified loot system to not roll over after 99. Instead, loot currency will be used for different things depending on its value
Known bugs
- Invisibility sometimes gets stuck on- Possible error related to enemy pathing
Wednesday, 27 July 2016
Dev Blog/Update - Roaming Death Alpha V1.0 (#3)
It has been too long since the last Roaming Death update so here is what I've been doing.
As always, fixing bugs is my number one priority.
Download! - 6.7MB
Bug fixes
Spawners have been a mess ever since I made them, so they are being fixed.
-They no longer spam particles creating unnecessary lag
-They have a limit on the total number of skeletons they spawn
-The mob spawn time scales with difficulty
Pets have a pathing update, not great yet but works OK.
-Path like regular creeps when path is available
-Attack sprite updated
Gameplay
Shadow mage has a new passive: a chance to summon a ghost on hit.
-Invisibility works as intended, except for an unknown bug
Light mage ability #4 added, needs some modification
Light mage ability #5 (aura) added: restores HP when falling below 50%
Balance changes
Skeletons nerfed xp drops - can't be farmed for xp.
Abilities scale with overall level. (needs work)
Ability scaling adjusted and armour stats added
Visual updates
The season system is being worked on and nearly ready to go. This allows me to improve the dynamism of the environment and is also important for my other game.
-Particles have been tweaked
-Ability sprites + icons were upgraded where necessary
-Ground textures are improved (change with seasons)
-All player and enemy units have el cheapo yscale animations
-Mage select screen characters rotate slower and fire abilities
-Tutorial quest improved
As always, fixing bugs is my number one priority.
Download! - 6.7MB
Bug fixes
Spawners have been a mess ever since I made them, so they are being fixed.
-They no longer spam particles creating unnecessary lag
-They have a limit on the total number of skeletons they spawn
-The mob spawn time scales with difficulty
Pets have a pathing update, not great yet but works OK.
-Path like regular creeps when path is available
-Attack sprite updated
Gameplay
Shadow mage has a new passive: a chance to summon a ghost on hit.
-Invisibility works as intended, except for an unknown bug
Light mage ability #4 added, needs some modification
Light mage ability #5 (aura) added: restores HP when falling below 50%
Balance changes
Skeletons nerfed xp drops - can't be farmed for xp.
Abilities scale with overall level. (needs work)
Ability scaling adjusted and armour stats added
Visual updates
The season system is being worked on and nearly ready to go. This allows me to improve the dynamism of the environment and is also important for my other game.
-Particles have been tweaked
-Ability sprites + icons were upgraded where necessary
-Ground textures are improved (change with seasons)
-All player and enemy units have el cheapo yscale animations
-Mage select screen characters rotate slower and fire abilities
-Tutorial quest improved
Thursday, 4 February 2016
Roaming Death Progress Update: The Revival
I haven't done an update in a long time. I took a big break from working on this game, but I'm ready to continue tentatively. I have some fresh ideas and want to get a better demo out asap.
I have been tidying up some things like footprints and damage scaling/balancing. I added an armour stat to most of the mobs and roughly balanced it.
I have an idea for a stat screen when you finish an area that could show some kind of score based on your stats in combat like healing done, damage taken, times died, damage dealt. This is good because it gives a penalty for dying too many times.
I am having to tidy up a lot of old spaghetti code to make progress so it is very slow.
You can read about all the changes in the update coming soon.
I have been tidying up some things like footprints and damage scaling/balancing. I added an armour stat to most of the mobs and roughly balanced it.
I have an idea for a stat screen when you finish an area that could show some kind of score based on your stats in combat like healing done, damage taken, times died, damage dealt. This is good because it gives a penalty for dying too many times.
I am having to tidy up a lot of old spaghetti code to make progress so it is very slow.
You can read about all the changes in the update coming soon.
Thursday, 21 August 2014
Roaming Death Alpha V0.99
Update notes
Download
Google drive
game maker sandbox
Monsters
Skeleton mages now have improved pathing
More paths added
Abilities
Ice attacks now work as intended and slow more
Fire attacks now do more damage
Scientist ability 1 added but doesn't yet work as intended
Scientist ability 2 added and working
Scientist ability 7 added but currently has no functionality
Skillshots upgraded and no longer centre on the player
Environment
Torches upgraded
Day/night cycle upgraded
GUI
Bug fixed with day/night cycle
Weather GUI compacted
Day/night counter sprite upgraded
Other
Title screen upgraded as always
Chest for first quest moved
Scientist weapon added
Known bugs
Skeleton pathing still not the best
Taser doesn't go off half the time on fist try
Scientist sprites still not finished
Download
Google drive
game maker sandbox
Monsters
Skeleton mages now have improved pathing
More paths added
Abilities
Ice attacks now work as intended and slow more
Fire attacks now do more damage
Scientist ability 1 added but doesn't yet work as intended
Scientist ability 2 added and working
Scientist ability 7 added but currently has no functionality
Skillshots upgraded and no longer centre on the player
Environment
Torches upgraded
Day/night cycle upgraded
GUI
Bug fixed with day/night cycle
Weather GUI compacted
Day/night counter sprite upgraded
Other
Title screen upgraded as always
Chest for first quest moved
Scientist weapon added
Known bugs
Skeleton pathing still not the best
Taser doesn't go off half the time on fist try
Scientist sprites still not finished
Wednesday, 20 August 2014
Dev Blog - Roaming Death Alpha V1.0 (#2)
In the last dev blog I set some goals for version 1. I released 0.98, a minor revision recently to encourage testing and soon I will release another update - version 0.99. The highlights of this new version will be the scientist abilities and the rest of the enemy pathing upgrade.
I have been developing the first scientist ability for over a week, as it is quite different from the mage's first ability. It will be a claw-like projectile attached to your weapon that sends shocks of power when it hits an enemy, basically a taser rifle.
The second scientist ability didn't take too long to make. It is a deployable shield that will block all attacks for as long as it lasts (timed).
There are also changes to the day/night cycle, torches, and more bugfixes as always.
I have been developing the first scientist ability for over a week, as it is quite different from the mage's first ability. It will be a claw-like projectile attached to your weapon that sends shocks of power when it hits an enemy, basically a taser rifle.
The second scientist ability didn't take too long to make. It is a deployable shield that will block all attacks for as long as it lasts (timed).
There are also changes to the day/night cycle, torches, and more bugfixes as always.
Sunday, 10 August 2014
Roaming Death Alpha V0.98
Update notes
added ability 5 (aura)
-Scientist
-NPCs
trainers have been added, talk to them for advice
-Environmental
first dungeon texturing updated (not final)
more dead tree sprites added
torches turn on at night
new main room added (very empty right now)
-Bugs fixed
Download here
-Monsters
tentacle beasts now have improved pathing
-Ice mage
added ability 5 (aura)slowing passive now works almost as intended (against tentacle beasts only)
-Shadow mage
-Monsters
tentacle beasts now have improved pathing
-Ice mage
added ability 5 (aura)slowing passive now works almost as intended (against tentacle beasts only)
-Shadow mage
added ability 5 (aura)
stealth ability added (not yet fully functional)
-Scientist
Added ability icons and more sprites, not ready to test yet.
-NPCstrainers have been added, talk to them for advice
-Environmental
first dungeon texturing updated (not final)
more dead tree sprites added
torches turn on at night
new main room added (very empty right now)
-Bugs fixed
ice mage path speed bug
damage bug
spawner bug (they now spawn again)quest text bugs
-Known bugs
mana regen is broken (regens too fast, not game breaking just too easy)No exits for the second dungeon or the main rooms
Thursday, 31 July 2014
Dev Blog - Roaming Death Alpha 1.0
Goals for Alpha v1.0
I am going to get more interaction into the game by introducing friendly NPCs. They will have creative names and you'll be able to talk to them to get advice or quests. I want to update the neglected quests with the quest screen I made to complete the first room.
Work in progress
-03/08
I got a lot of work done today. I upgraded the enemy pathing, fixed a few bugs and implemented a proto-save-feature (only saves character name for now). Although I say "upgraded" pathing, it works best in open spaces right now and with only a few enemies at a time, but it's getting there.
-04/08
Not too much done today, some sound effects have been added experimentally, and I'll add more soon.
-11/08
Decent progress, 0.98 ready for release.
Stealth
Stealth is being worked on. I made the ability for the shadow mage (number 7), and I got the basics for that working. Now I need to make the enemies react to stealth (confused, or not able to target properly), and make casting spells break your stealth.
New auras
Two new auras have been added.
The soul-stealing aura of the shadow mage does a small amount of damage and returns some health and possibly mana.
The ice defence aura of the ice mage intercepts enemy missiles with ice chunks and can have 3 chunks active at once.
Effects
Visual effects have been updated for the ice mage. I also plan to update more of the effects before v1.0.
Bug fixes
No one likes bugs. I fixed a couple of bugs that I hadn't seen earlier, or that weren't game breaking enough to get done. The ice mage's abilities no longer speed up enemy pathing, and using an ability right after an aura now does the correct amount of damage.
I am going to get more interaction into the game by introducing friendly NPCs. They will have creative names and you'll be able to talk to them to get advice or quests. I want to update the neglected quests with the quest screen I made to complete the first room.
Work in progress
-03/08
I got a lot of work done today. I upgraded the enemy pathing, fixed a few bugs and implemented a proto-save-feature (only saves character name for now). Although I say "upgraded" pathing, it works best in open spaces right now and with only a few enemies at a time, but it's getting there.
-04/08
Not too much done today, some sound effects have been added experimentally, and I'll add more soon.
-11/08
Decent progress, 0.98 ready for release.
Stealth
Stealth is being worked on. I made the ability for the shadow mage (number 7), and I got the basics for that working. Now I need to make the enemies react to stealth (confused, or not able to target properly), and make casting spells break your stealth.
New auras
Two new auras have been added.
The soul-stealing aura of the shadow mage does a small amount of damage and returns some health and possibly mana.
The ice defence aura of the ice mage intercepts enemy missiles with ice chunks and can have 3 chunks active at once.
Effects
Visual effects have been updated for the ice mage. I also plan to update more of the effects before v1.0.
Bug fixes
No one likes bugs. I fixed a couple of bugs that I hadn't seen earlier, or that weren't game breaking enough to get done. The ice mage's abilities no longer speed up enemy pathing, and using an ability right after an aura now does the correct amount of damage.
Thursday, 24 July 2014
Roaming Death Alpha v0.96
Update notes
Download here.
-fixed typo causing an error (shadow mage)
-added new enemy, shadow cultist (recycled sprites)
-added music (non-looping for now)
-cleaned up the level text
Download here.
-fixed typo causing an error (shadow mage)
-added new enemy, shadow cultist (recycled sprites)
-added music (non-looping for now)
-cleaned up the level text
Roaming Death Alpha V0.95
Update notes
Download here
-Monstershealth bars added
depth improved
-New GUI
stat screen added (not functional)equipment screen added (semi-functional)power-up bar added
- XP and Level GUIPosition modified for the other classes
-All classes
added weapon sprite (staff)
-Ice mage
bugfixes
-Fire mage
no changes, still OP
-Shadow mage
bugfixes
-Light mage
bugfixes
-Scientist
still in development, not in this version
-Ground texturing v1.1
additional textures for lava
-Environment
Level expanded
grass added
paths added
-Title screens
overhauled again
-Misc/Engine
Optimised for speed
Depth improved/fixed for more objects.
Collision boxes improved for more objects
improved skillshot aiming graphics
Not a bug
power-up bar has no effect yet (coming soon)
Known bugs
- level text placement is still bad
- Spawners don't spawn or have any effect other than granting xp
- Fire aura can create a targeting bug when it's target is destroyed before the aura attack gets to it, making it change direction and seek the next nearest target.-Fire aura has a targeting bug making it prefer skeleton rangers, then skeleton magi, over tentacle beasts, and it will change direction if a preferred type is in range.
-Pets do not attack spawners, and currently cannot be targeted directly by enemies
-Tentacle beast pets all use fireballs
Wednesday, 2 July 2014
Roaming Death Progress Update
I'm experimenting with footprints... and I have mixed results so far. They are looking good for a start but I need some way of clearing them, as they look bad after a few minutes of running around. I'll probably do that with snow, it seems to make sense.
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