I’ve published a new version:
http://sourceforge.net/projects/jewelhunt/files/imp_city/r013/
The game now tracks the playing time. Internally, this allowed to make jobs last some time, e.g. mining is no longer a “at once” action, but the imp has to work a while on a resource mound to extract a lump of ore. This also influenced the code for portals and farms. The total playing time is shown in the lower left window area.
I’ve also started to work on a “reputation” system for you as a keeper. At the moment the only thing that influences it are hungry creatures. If you can’t feed them, your reputation will plummet. In future your reputation will influence which creatures join you and besides your creatures opinion also your dungeon and the furnishing of the dungeon will influence this stat.
I’m not quite decided when you will level up as a keeper, but after some success on the current level, you’ll gain a keeper level, which unlocks new features, but also makes the game harder. Very blurry idea so far. Your level is shown in the top left window area. It won’t change in this release.
The pillars are only decoration, I’ve put them into this release to get feedback on the looks. I made them low contrast on purpose, to make them stand out less. Occasionally a pillar might get lost … will be fixed in the next version, noticed it too late.
The working parts of the quest system are included, but not linked to any game actions. To test it, you can press “t” and you’ll be prompted with a quest message. You can assemble a party and send them off, and you’ll get quest summary and log for this. The party will never find the destination though, that’s not coded yet. It’s only there to test the simulation logic, and the messages.
And last but not least, some graphics have been improved and some sounds were added.