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.

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

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.

Sunday, 10 August 2014

Roaming Death Alpha V0.98

Update notes

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

added ability 5 (aura)
stealth ability added (not yet fully functional)

-Scientist


Added ability icons and more sprites, not ready to test yet.

-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

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.

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

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 GUI
Position 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