Friday, January 16, 2015

Grid 1.1a + Source


  1. Shops are now guaranteed to appear on every floor.
  2. The player can now only carry one program at a time. The carried program will appear on the UI and can be activated by pressing Q.
  3. Durability of all armor has been reduced slightly.
  4. The durability range for all weapons has been reduced from 25-50 to 25-40. Weaponmaster and Repair Bot are unchanged.
  5. The size of the UI has been altered slightly to allow for better aesthetic spacing. 
  6. The Encryption skill now totally prevents enemies from tracking.

Beyond the above changes, the code has also gone through a significant clean up. 1.0b had ~4800 lines of code while 1.1a has ~3500. While I would hardly claim to be a great or educational programmer, I have chosen to release the source along with all the materials I used to create the game.

The game is made with Python 2.7 and libtcodpy 1.5. 


Peace!


Thursday, January 15, 2015

Grid 1.0d

Hey folks,

Since yesterday's launch of Grid 1.0a I've released two minor patches: 1.0b and 1.0c. These just fixed a small set of bugs, including one game-breaking one. 1.0d has a tiny bit more meat to it, but is primarily still just geared towards fixes. Since it is a bit bigger it seems appropriate to provide a change log.

  1. Repair Bot now causes reconstruction nodes to restore 5 durability to your armor and weapon.
  2. Anti-virus' effect has been reduced in half (2 to 1, 1 to 0.5 in Daemon of Lust challenge).
  3. Items can no longer spawn on top of reconstruction nodes.
  4. The color of sonic shivs is now a light violet instead of white. This should help distinguish it from the stairs.

Wednesday, January 14, 2015

Into the Grid

It's a new year and what better time to release a new game! This new game is the result of numerous Summer projects, Dungeon Brawl, and several new ideas that the foundation of the game. Combine all of that with a theme that is heavily inspired by great science fiction and cyberpunk and you end up with Grid.

Windows Download


Here's some features of Grid:

  1. A focus on intuitive gameplay and UI that allows the player to get truly immersed into the tactics.
  2. Durability for equipment, forcing the player to frequently adapt to new weapons and play styles.
  3. A simple character progression system that presents difficult choices for abilities that have serious impact.
  4. Three classes each with a unique passive ability.
  5. Seven floors featuring eleven different types of enemies.
  6. Eight optional challenge modes.
Plus, this is not the end of Grid. I have plans to introduce unlockable content, additional challenge modes, three more floors, and alternative floors. 

If you want to communciate with me directly, feel free to hit up the comments here or tweet me.

Peace!

Friday, October 31, 2014

Dungeon Brawl - Alpha 7

Windows Download Link
  1. Added in brands for weapons.
  2. Some minor bug fixes.
Bit of a shorter update, but with relatively significant impact. Should see the fruits of this update really come alive over the next few updates.

Happy Halloween!

Thursday, October 30, 2014

Dungeon Brawl - Alpha 6

Windows Download Link
  1. Added in two new pieces of equipment.
  2. Added in a new enemy.
  3. Setup the basic classes: the Berserker, the Explorer, and the Wizard. The player class currently determines starting equipment and grants a bonus to hit points and mana points.
  4. Fixed a crash bug related to the monster spell Warning.
  5. Several color changes for items to make it easier to differentiate between them.
  6. Changed the dagger to a 1d3 (was 1d4). Changed the club to a 3d2 (was a 2d2+2, I think).
  7. Raised the mana cost of all player spells.
  8. Fixed numerous bugs related to the daily dungeon. It should now consistently recreate the same layouts. Note that direct attacks are not fixed to the dungeon seed (by design).

Wednesday, October 29, 2014

Dungeon Brawl - Alpha 5

Windows Download Link
  1. Fixed a grievous misspelling of the word "rack".
  2. Shops now have a 2 in 3 chance of appearing on non-special floors (was guaranteed).
  3. Rooms can now generate with loot. The loot will typically be scrolls, but will occasionally be wands or equipment.
  4. Doubled player hit points.
  5. Hit points now regenerate (slowly).
  6. The enemies' Force spell is slightly less obnoxious (was 0 to 8 tiles, now 0 to 4).
  7. The enemies' Warning spell now always provides 50 points of tracking (was 33 to 100).
  8. Enemies now properly use the xDy+z damage system.
  9. Enemies no longer generate potions upon dying.
  10. Equipment can generate with special tags (brands). These do nothing yet.
So the game has swung back around in the other direction and is now a bit too easy, especially if you're willing to use scrolls and wands. This isn't a big surprise: balance is going to be in constant flux until all of the core features are in place. I'm taking a general policy of avoiding balance concerns, unless it relates to something that is just annoying (e.g., the Alpha 4 Force spell).

Since it isn't actually written anywhere: Tracking is a special enemy-exclusive property. Enemies gain it while they're in your line of sight and when certain spellcasters use the Warning spell on you. The pathing for tracking enemies is a little iffy. It's pretty common for enemies to be tracking you to just end up stuck somewhere 2 or 3 tiles out of your vision.

On that note, enemies used to (before Alpha 4) exclusively go after you while you while they were in your line of sight or while they were tracking you. In Alpha 4 they gained a very abstracted form of "hearing" which allows any enemy to lock onto you within ~4 tiles, even if they're out of your line of sight.

Tuesday, October 28, 2014

Dungeon Brawl - Alpha 4

Windows Download Link

Another day another alpha push. Download above, change log below!

  1. Improved monster spellcasting significantly. 
  2. Replaced gnolls with something new.
  3. Added in a new class of foes for later in the dungeon.
  4. Added in player spells. Spellbooks can occasionally be found in shops (3 lines stacked on top of each other). Once a spellbook has been used, the spells can be cast from the spells menu (press <z> or <Z>).
  5. Added in evasion and accuracy. Removed the shields.
  6. The UI has been reorganized with the above changes in mind. Money is now on the left, hp is in the center, and mana is on the right.
  7. Minor tweaks to the AI.
  8. (Temporarily) reduced the HP of most enemies to make the game slightly less impossible.
  9. Attacks can now only cause 1 tile of knockback. Certain enemies can cause an additional tile of knockback.
Peace!