In the spirit of the 7DRL competition, and to motivate (or demoralize?) the contenders, I hereby release DoomRL 0.9.9.1! The new version has several minor modifications, a lot of polish, and a couple major features, including teasers for features yet to come! Grab it while it's hot in the downloads downloads section of the
The new version has several minor modifications, a lot of polish, and a couple major features, including teasers for features yet to come!
Grab it while it’s hot in the downloads section! Currently, only the Windows version is available, Linux version will appear soon.
I’ll also take this occasion to announce a new donation drive — while it is in the general interest of ChaosForge development (I spend a lot of time away from my PC, and that time could be spent on developing roguelikes), it also is of special interest to iPhone owners, and people wanting a Mac version of CF roguelikes. If either, or if you want to help ChaosForge grow in general, please be sure to check out the ChaosForge treasury and if you think that ChaosForge games gave you something, then why not give something back :).
Check out the official announcement or read more about the release…
Posted-By: auto-faq 3.3.1 (Perl 5.005) Archive-name: games/roguelike/nethack/rgrn-F AQ Posting-Frequency: twice monthly URL: [link] The following is a list of Frequently Asked Questions for the newsgroup rec.games.roguelike.nethack. (FAQ version 1.7n, last changed: 2008-02-01 (added 2.1)
From my original list:
Build the example programs
Add back opengl support
Test linux (and mac if I can get ahold of one) builds.
Seperate C and CPP libraries for linux.
Install build stuff to root directory
A list of nice to have.
Documentation! Quickstart guide!
Work on issues provided by and try to convince maintainers of libtcod that cmake is better.
Ignoring the mac build, which I still
As usual with recent combat revisions, the results swing back and forth wildly until the result is better than the starting point -- at today's worst, a human scratched another human in half with his fingernails, but I also had a human hack off a couple hydra heads with an adamantine short sword, and the monster kept coming, which was fun. Using the instant-butcher command from the arena, we had a skull from each severed head and five skulls from the eventual corpse. In general, I rebalanced bleeding and handled some other combat problems as well. It would be cool to have the hydra heads get knocked out one by one if you box them right, but there were some annoyances with that so I'll handle it when I do brain-death later on (after this release). For now, hydras get the NOSTUN tag so they don't get KO'd by a single head's traumatic experiences. I gave them NOPAIN and rapid healing as well, for more fun. I also fixed a bug where the arena slowly heated up to just above the boiling point of water slowly over time if you were controlling an individual creature -- it came from initializing a weather variable wrong in the fake 1x1 world that the arena inhabits.
For some reason I thought it was Thursday today. What luck!
Still avoiding gameplay by making intro and help screens. I’ve also been messing around too much with stuff like UI and game input structures. However tonight I’ve been getting more messy and loose, and progress is accelerating. The screens above are the basic outline of a single play through. All I have to do now is add everything else!