A roguelike game inspired by the complexity of Dwarf Fortress, Adventurer seeks to provide a deep level of detail to an Adventurer in a setting more like Nethack. Realistic combat, an item crafting system, and a general attitude of improvising what you can out of what you have in order to overcome the challenges of the dungeon; that's what I'm trying to do with this. You can find the project at: http://code.google.com/p/adventurerroguelike
Sunday, August 22, 2010
Adventurer 0.0.0.8 - Armor and Weapons
Here's 0.0.0.8, a day later than I would have liked. But hey, it works. So! Armor and weapons are in, and a slight rework on the inventory controls. 'e' and 'd' no longer do anything from the main game. Since now there's more than health potions, you need to select those items. Hence, the inventory menu actually does stuff now. Play around with it. When you need to remove armor, un[W]ear it. When you need to put your weapon away, un[w]ield it. All from the main game.
Weapons have their attack data, which override your own when wielded. Armor shaves off some damage, if you're hit in a body part it covers. And something else I added is a random item generation system that I can use varying weights for. Which means when I implement it, YOU can modify the encyclopedia entry on items and change their drop rates. As it is, armor has about a 30% chance of generating. Which armor is all equal.
Next thing I'm working on is item crafting. Yeah. Snap that hand axe, turn that shirt into strips of cloth. You'll be able to craft them into things. And maybe, just maybe, I'll add some skill growth.
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