Imp City, build an underground empire

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.

This is Corleone speaking! A new species has entered the dungeon: Chicago-style floating eyes, also known as “Mafia Eyes”

http://forum.freegamedev.net/download/file.php?id=9267

Coming soon …

Edit:

What’s worse for a hero than mosquitoes? Mosquitoes under the armor!

http://forum.freegamedev.net/download/file.php?id=9268

I’m quite happy how these turned out ;D

It’s been a while. Been busy with other game projects, the garden, the harvest, and lately building a music instrument. Some of those activities are still going on, but my mind turned to the Imp City project again, and I was pondering about a few additions.

The first is, to make the forge and smithing more meaningful. This will be done by two changes. First, smithing will create weapons and armor for your creatures, to make them stronger in raids. But metallurgy must be learned, and now and then your bookworms will suggest raids to gather intelligence about metallurgy, e.g. learn bronze working from the upperworlders, or later, advanced steel. I plan on 6 tiers of metallurgy, I hope this will turn out alright.

The other is to start raids for trophies. Send your creatures to steal the skull of late king marowi from the castle crypt, religios items from temples and churches, artowrk from museums, or valuable jewelry from treasure chambers. The more trophies you assemble, the more likely it is that powerful or special creatures will join you. I’m not quite sure if these artefacts should be all random craeted, or taken from a litst. Maybe both … I’ll see.

Also I’ve published a new snapshot:

http://sourceforge.net/projects/jewelhunt/files/imp_city/r014/

Due to the long break an my lazy habit of not keeping notes, I can’t tell exactly what has been improved since the r013.

  • The cave mosquitoes have not been in r013, I think, and I was surprised by myself, when they were working in the library. I have no idea anymore why I did that so many weeks ago, but well, it shouldn’t harm, so I let that feature in.
  • The funktion of the right mouse button has changed a lot - instead of reverting the tool selection to “mark for digging”, it now drags the map.
  • The “mark for digging” function has become another tool, currently the first icon in the “rooms” tool bar.
  • Selected tool buttons are now tinted yellow.
  • The healing wells are in, but there creatures don’t use them yet.

The mafia eyes are not in this release. I was too lazy to import the graphics, and there was no immediate need for this type of creature yet. They are meant to be part of higher level dungeons, and at the moment there is no way for a keeper to level up yet. This will change when raids for trophies are implemented.