Making good progress on descriptions.
I hope to have a build out within another week.
Until then, here’s a few screen caps of the descriptions from early game demons to tide you over.
New build is up! Links to your right point to the new 7/4 builds!
You can’t quite do everything with the mouse now, but you can do a whole heck of a lot more then before:
Full mouse controls may still happen at some point, but I am a little less sold on them than I was a couple of weeks ago. For the amount of work it would take, it is not a commonly requested feature: people do want to be able to do *more* with the mouse, but I’ve only heard one request for anything even close to full mouse control. So going forward, my focus is to provide more options for mouse support when feasible in terms of effort and when I believe they make a lot of sense, rather than trying to make sure literally everything can be done by mouse when I’m not even sure that will turn out to be great or desired by anyone even if I invested the considerable amount of time required for it.
That said, I do want to go back and get negotiation working with mouse controls. Kinda newb of me that negotiation selection is different from every other kind of selection.
Well, it won’t be the first time I’ve broken out the refactor tractor for UI related things.
Since I try to include screenshots with each major build, I have reluctantly taken a screenshot of a mouse-highlighted menu selection during character creation. It will likely go down in history as the most boring screenshot of a roguelike ever taken.
Trust me, the actual build is much more exciting.
Go play it already!
Putting the finishing touches on the mouse controls build, hoping to release during this long weekend.
Trying to find a way to make it entertaining to read about on here gives me a headache though, so I’m going to quietly get back to work instead.
Mouse controls are coming along fairly well so far.
If I could figure out a meaningful way to screenshot the progress other than showing things being highlighted by a mouse cursor, I’d provide them.
Going to try to get as close to full mouse controls in this one pass as possible, but I will confess I lose my patience/endurance for UI work at a fairly rapid pace. So I’m focusing on major elements first (hotkey buttons, targeting, menu selection) and working my way down the priority list from there.
After mouse controls, I will get to adding in-game descriptions of characters (I know, I know, but I REALLY mean it this time!
) I’ve had several people mention they’ve gotten curious enough to Google some of their favorites up, hopefully soon I can spare them the trouble, so I know there are folks who want it.
New build is out, links to the right have been updated.
In this build, I’m taking care of some polish tasks before moving on to mouse controls.
Overall gameplay balance, AI, and UI have all received some improvements.
Big ticket items:
Enjoy!
A new build already? Yep.
6/5 adds Demon’s first (non placeholder that is!) side-dungeon! Look for the dark stairs on the tower’s second floor!
But, keep in mind, each side-dungeon only has a chance of appearing: they aren’t constant fixtures of the dungeon. For the new one, the chance is currently 50%, so you won’t see it every game.
Also made some other small balance and AI tweaks, but nothing too major or exciting. 6/5 still uses the same scoring model, so players running 6/5 can compete with 5/30 scores fairly.
Good luck, and as always, feedback is welcome and appreciated.
I want to make the best roguelike I can, after all, and that means a steady diet of good feedback.
Build links to the right have been updated with the 5/30 build.
The major new feature of this build is the online scoreboard: when your games end, your character name (also a new feature
) and score will be sent up to the server and then shown to you alongside similarly ranked scores so you can see where you ended up at. You can press \ in game to view the top 20 scores as well.
Of course…
…the scoreboard is empty right now, so it would be pretty easy to get in the top 20.
Based on past feedback, even a score of several hundred will probably last for quite sometime: Demon’s pretty tough.
Also in this build:
Good luck! I’ll post another update soon about what I am working on next.
Getting very close now to being ready to release the next build now: most of what’s left is some polish and testing. Network stuff’s new to me, so I’m being a little extra cautious on this one.
The next build will also include some other changes, such as the ability to name characters (necessary for the high score list to make any sense!), and some balance/gameplay changes including but not limited to:
Devil Survivor 2: Record Breaker vacation is winding down now (not that I’m anywhere near done with the game itself, it’s huge!), so it’s back to work on Demon.
Next up will be tracking high scores via a server so that people will actually believe me when I tell them a score of 300 is actually rather good.
Here’s a screenshot of the game displaying the scoreboard using some obvious junk data… but, it is obvious junk data being loaded up from the server. Most of the early work has unfortunately been a bit more boring and difficult to make exciting to talk about: stuff like writing code to handle problems like losing your internet connection, retrying on a failure if the user wants, interfaces for communicating all that, bleh. Good news is, all that sort of stuff I only have to do once and then it’s there for any other server-based stuff I want to do, like say, perhaps Relic Wraiths.
(Think typical roguelike ghosts… but for Demon.
) Not quite ready for those yet, for now I’m starting simple so I can focus most of my efforts on getting the framework and basics in properly.
Oh, and a shout out and thank you to Keylan (Jason) for helping me with the backend portion of this. Thanks Keylan!