Hi again.
Posting to let peeps know there is another version of my game engine to download and test. There has been quite a lot done since the last version so it's probably easier to show the readme contents.
You can download then demo from
http://www.tyranntrpg.org/TyranntInstall.exe. The installer is now around 6mb.
README file:
changes between v0.16 and v0.17
New/Updates
* Updated the default maze size to 30 by 30 blocks.
* Change the combat grid representation so that it is a 3 by 3 grid instead of a 5 by 5.
* Updated auto map so that it can cope with the new maze size and modify the direction arrow so it now uses graphics instead of characters.
* Modified the fight arena to a 7x7 grid of the surrounding area.
* Modified the way doors are shown on the combat area to cope with new grid size.
* Added a maze start direction to the combat config file in seciont :maze:
* Modified the combat area drawing routine so that it doesn't draw areas the player hasn't seen.
* Added a proper distance calulation formula.
* Started new map for the example game based on the new size grid. Added 10 encounters.
* Added machine config display as game starts up.
* Added path finding routine to make sure that monsters do not appear places where they are not able to reach the characters.
* Added an option in the game config file so that the encounter text is spoken via text to speech if this option is set to 1.
* Added Event triggers based on skill or items in the encounter generator screen.
* Added Cancel and Save/Exit buttons to the encounter generator screen bringing it in line with the item and monster screens.
* Added the runtime for the skill based encounter trigger, now things like spot hidden checks can be done before an encounter.
* Added the runtime for the Item based encounter trigger, now characters will trigger events if they hold a specific item. (Can be used in conjunction with the skill trigger)
* Added locked doors to the Maze Generator.
* Added Key numbers (Used with locked doors) to the Item Generator to allow for locked doors to be opened.
* Added Runtime routine to handle locked doors and keys.
* Modified the sound playing routines to use one standard routine and add the sounds for attempting and unlocking doors. (Need better ones later)
* Added the complete first part of a story to this demo version of the engine. (Thanks to Trish for the Ideas http://www.creativehistory.co.uk)
Fixes
* Fix the combat grid which was placing the characters entry point in the wrong place.
* Fix generator screens and menus so that they dont cause unwanted button clicks from the calling screens.
* Fix a problem where the combat maze area would act strange if there was a maze or trap in the vacinity.
* Fix a problem where the monster stats were being ignored if put in direct and not as a dice formula.
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Changes between v0.15 and v0.16
New/Updates
* Updated the combat routines so they don't wait around if combat is over or the character cannot do any more.
* Modified messages in combat and added his/her based on sex of character.
* Updated monster damage module to give information if monster is killed or knocked unconscious.
* Updated the giant rat to make it a bit tougher (More HP potential)
Fixes
* Fixed the heal potion always saying healed 0 points.
* Fixed the monster generator so it no longer displays debug message.
* Fixed display bug where death or Uncons in the monsters health was getting merged with what was there previously.
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{Readme trimmed, get the full readme from the installer or the zip}
Below are various screen shots from the game...
[EDIT] Pictures will return later due to moving to new server [/EDIT]
Next the main engine screens and combat...
Character Generator
Main Game Screen
[EDIT] Pictures will return later due to move to new server [/EDIT]
Combat Screen
[EDIT] Pictures will return later due to move to new server [/EDIT]
If anyone finds any problems or has suggestions/ideas then please let me know.
Cheers,
Jas
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"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"