The hunt for the lost rainbow jewels

Yep, got it :slight_smile: Will check it out after I’ve done some work.

This looks pretty smooth already. Even with the placeholders in the village I can see its potential. Hopefully you’ve got some ideas to make this a bit deeper than the usual, which often ends up basically being an isometric shoot-em-up.

-It’s a bit hard to click in the right place to move for some reason. Quite often when I click to move, I have clicked on a wall and it doesn’t move. (That’s obvious, but it doesn’t feel right)

-Window is too big on my screen, part of the UI bar is hidden under the windows task bar.

Designing the world and quests will be quite some work. I sure will ask here for advice, so there is hope to get it right :slight_smile: Actually I expect this to take a quite long while, designing the world seems to be much work.

The mouse input handler has a bug which prevents subsequent mouse clicks to be recognized if the mouse isn’t moved between the clicks. Also the imp disturbs the mouse input handler at times. I hope I can fix both issues soon.

I’ll work on a resizable window, in the next release the window will just be a bit less tall. That should help a bit already.

Thanks for the feedback!

Edit:

New version with fixes for mouse input bugs, shorter window and async monster pathfinding (to prevent stalls) - it’s been done in a hurry, so I’m not 100% sure if everything works as intended, but it looked alright in my quick tests:

http://sourceforge.net/projects/jewelhunt/files/r005/

it does seem to run much smoother now, the window is still too tall though.

I’ve added some more graphics from opengameart.org, and improved the monster pathfinding performance. Now there are 50 confused imps on the starting map, moving randomly. Combat has been expanded a bit, physical damage is now actually calculated, and there are very simple effects indicating if you hit an imp. No death animation though, so the imps just vanish upon the final hit. The imps have 20 hitpoints and don’t fight back at the moment.

http://sourceforge.net/projects/jewelhunt/files/r008/

First quest: Clean the level from the 50 imps :smiley:

Well, not really, but at least there is something to do now.

The imps now got some basic AI, which can let them do some tasks. At the moment the only two tasks implemented are sleeping and drinking from a well. Even this little gives the dungeon a much more alive appearance, and it’s kind of entertaining just to watch the imps scurry around :slight_smile:

http://sourceforge.net/projects/jewelhunt/files/r009/

Edit: Due to a bug it might happen that maps are generated which have no wells. In that case the imps just sit sulking in their lairs. If that happens, just start the demo again, most often the maps are correctly generated.

The missing well can happen if an imp places its lair on top of the well … I believe that this even can remove the stairs from the map.

Outside of this what else does an imp need in this world? :slight_smile:

Food! But the mushroom farming code didn’t make it into the game yet. A while I also pondered keeping food animals in the dungeon, but moving targets are currently too much of a challenge for the AI.

Also I wonder if some monster should be made to collect things. Jewelry or shiny items, maybe. But they should leave some loot on the floor, I think players expect that from this sort of games.

grins

Reminds me of an old character I once sketched up, the janitor orc, who really hates adventurers with dirty, muddy boots :smiley: He’s armed with a bucket, mob and brush, and a skilled fighter with those. Dirtfighter, usually, but he can give a good beating to adventurers too, if they do not take off the dirty boots.

I’ve got the transitions between the village map and down to the dungeon done. Also cleaned up the code and brushed up some graphics. I feel a bit uncertain about this release, since I had a few crashes while testing, but I couldn’t reproduce the problems.

http://sourceforge.net/projects/jewelhunt/files/r010/