Dance of Death v0.6.136 Released!
Today, on the first Annual Roguelike Release Party, I am honored to bring you the latest update to Dance of Death, version 0.6. This has been one of the longest iterations to date, implementing a number of major features focusing on world and wilderness generation. I am extremely pleased with the outcome of this version, and though I have my work cut out for me moving forward, feedback is, as always, very much appreciated!
The following goal items have been completed:
- World generator.
- Wilderness area generator.
- Ability to move between wilderness areas.
- Entering a dungeon from a wilderness area.
- Exiting from a dungeon onto a wilderness area.
- Improved name generator.
- Gender bonuses tweak.
- New playable races.
- Reworked main quest to include the wilderness.
- Saving the world map.
- When the game loses focus, added a “Paused, click to continue.” overlay to ensure the keyboard focus is always correctly active.
#5, the improved name generator, now uses statistically-sequenced weighted random letters to create names based on a list of seed names, then runs a Damerau-Levenshtein check among other post-processing to ensure that the name fits. Gender bonuses (#6) have been modified to differ across races, paving the road for a surprise feature involving races and gender (no spoilers!). As far as playable races (#7) go, I decided to make good on my goal and add Dwarves, but held off on further adding races until they can be more clearly defined; this definition is a large part of the skill/item/combat/interface (roughly in that order) redesign that the next few versions will feature.
The following items were also completed:
- A basic hunger (sustenance) system.
- Monsters now drop corpses that must be used as sustenance.
- Eating now restores health, health no longer regenerates automatically.
- The dungeon is placed on the highest peak, and the player is guaranteed to start in the wilderness within roughly a 9-area distance.
- Walking through rough terrain, such as bushes, unstable ground (hills), and cliffs (mountains), takes more time for both the player and monsters.
- Characters are now equipped with their starting items when the game starts.
- Ranged attacks now properly resolve at the end of their animation.
- New status messages “Starving!” and “Revitalized!” now appear when Sustenance reaches 0, and when health is regenerating, respectively.
- Attribute bars updated.
- FOV is doubled in wilderness areas.
- User input now forces animations to complete.
- Added new/missing ASCII tiles to character map.
- Added functionality for tiles that are visible but not passable, such as water.
- Continue screen now centers vertically and displays characters in descending order from last created.
- Bug fix: Monsters now accurately check whether the player can see them, eliminating extraneous messages from out-of-sight.
- Bug fix: Examining items that are near the bottom of the screen in the inventory should now bump up the examine box properly.
- Bug fix: Monster turns are now correctly resolved when ranged combat completes.
The following items were scaled back largely to ensure a timely release, and partly to keep the feature iterations tighter to avoid unnecessary feature creep:
- Ability to move between a wilderness area and the world map.
- Moving at the world map level.
- Entering a wilderness area from the world map.
Once again, happy ARRP, and please, do not hesitate to send your questions and comments this way!