Descension

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Revision as of 02:16, 6 March 2011 by QJaxun (talk | contribs)
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Descension
Alpha Project
Developer QJaxun
Theme Fantasy
Influences Dungeon Crawl Stone Soup
Released 12/28/2010
Updated 3/05/2011
Licensing
P. Language C Sharp, XNA, libtcod
Platforms Windows
Interface tiles, mouse, keyboard
Game Length short
Official site of Descension


My pet project called Descension. My goal is to create a typical graphical roguelike using a mouse driven interface. It is in a very early alpha stage of development. Check out the website at descensionthegame.com for more information, screenshots and download links. Leave any questions/comments at the Descension Forum.

v 0.1.2 Released - 3/05/2011

  • added multiple towns in each region, 1-3 coastal and 1-3 normal
  • rewrote dungeon generation
  • implemented swimming - swimming doubles the amount of hunger points lost per turn, if now flying, you will lose 1 energy per turn and once energy reaches zero you will lose 1 hp per turn
  • reworked hunger system - eating now adds a number of hunger levels (ie hungry to satisfied or satisfied to very full) based on the type of food eaten. Better food (starting with cheese/pears) adds a hp/energy regen buff which lasts for 25 turns
  • added in/out of combat - when a monster is seen the character is automatically changed to in combat state. combat state affects regen rates, in combat - one regen tick every 10 turns, out of combat - one regen tick every 5 turns
  • moving through mountains alters the amount of hunger points lost per turn - low mountain * 3, medium mountain * 4, high mountain * 5
  • survival skill subtracts a number of hunger points lost per turn by survival / 10, chance to increase survival skill points every time the character moves on an overworld map
  • town, cave, dungeon and region names are now randomly generated
  • fixed - cant mouse move when a monster is visible
  • fixed - endless end turn loop when mouse clicking on a door
  • fixed - both ring slots now light up when dragging a ring item
  • fixed - display actual sell value when showing item stats
  • fixed - missing belt and arm slot icons
  • fixed - broken dungeon transitions
  • fixed - inability to mouse move when a monster is visible
  • fixed - ability to cast a spell when your skill is below the requirement
  • added - minimap display of transitions - pink - to underground, yellow - to town, green - to region
  • cave generation - cave size is random (64-128 tiles), larger treasure chests only found on deeper levels, names are randomly generated
  • beginning of town randomization - randomize town center location, shop size and location, removed empty buildings for the time being, will continue to flesh out towns
  • rewrote cave and hive generation - cave generation is now faster, produces better results and is more customizable
  • added watery cave type - similar to large/small cave but with many water pools
  • implemented click to move
  • added - automatically pick up potions and food