Source: Lisp Games Development Et Cetera
The
REMIX THIS GAME contest got
slashdotted and participants are beginning to make themselves known.
I've extended the deadline to August 10, 2010 to allow for more participation.
Thanks all!
Source: Ascii Dreams
If it looks like things are quiet on the Unangband development front it is because I'm feeling my way through a ridiculously big chunk of code that I probably should have committed part of already.
Unfortunately, it is mostly back end stuff which you'll see very little of in the actual game: redesigning how timed effects work, allowing items to have multiple pvals (called avals), adding approximately 96 additional item flags which are all pretty much already used in game. The pay off will be flexibility to implement everything I've implemented already. Which is how most redesign work ends up 'helping' what you do.
This sort of thing ends up happening when you code on the train without 3G access.


Source: Goblin Camp
Planned release date: 31st July
Features:
- Bugfixes
- All data files converted to libtcod format.
- Stone quarries
- Weapons
- Various small fixes and enhancements
Source: Goblin Camp
Now that v0.1 is succesfully out it’s time to start thinking about the next version. Here’s a list of things that I’m planning to include in the next release, v0.11:
- All data files converted to libtcod format.
This has been done, so from v0.11 and onwards all data files will be in the libtcod format. It’s easier to read and the community was pretty much in agreement on moving away from XML. The .dat files in the bitbucket repository should illustrate the format so that you can convert mods already.
The primary method of acquiring stone will be implemented as open-pit mines, or quarries. They’ll supply your settlement with stone, but will include risks of their own such as attack by underground monsters.
The biggest change in v0.11 will be the addition of weapons. This will require a lot of work to introduce the whole system, but then you’ll be able to both create weapons and make your orcs use them. Then they’ll be able to cut those wolves into pieces, in addition to smashing them!
- Various small fixes and enhancements
My timeline is to get v0.11 out before August, so that gives me a schedule of two weeks to get this done. Essentially weapons are what will introduce most of the work, but I’m feeling fairly confident that I’ll manage. Especially because people have started contributing code really actively and fixing bugs on their own.