Edit:
4 APR 2020 - Version [a.2.0]:
[Change]
-Text screens no longer attempt to redraw themselves unless a meaningful change has taken place.
-User profile now remembers last session's display settings (e.g. fullscreen and graphical modes)
-Player now moves before all monsters.
-Messages now display with the player message on top, and only attempt to display since last player action.
-Message overflow indicates that more messages are available, which appear as before in Message Recall.
-Floor bosses may no longer spawn on floor 1 of the Dark Grove.
-Improved player HP and Soul at all levels.
[New]
-Library now supports basic upgrades.
-Text items may now be found in the dungeon and researched in the player estate(with required upgrade).
-Languages added and tracked across games.
Hello again everyone,
After quite a long time, I've finally got a new roguelike game ready for play testing. This is the third project I've started since Viridian Abyss, and the first since then to reach a state where I felt ready to release it to a wider audience than just myself(the other two had a lot of good features but not the overall quality I was working towards, and much of their content and code ended up in the current project).
I've developed a completely new display scheme from the one I used in VA, and I'm interested to see how well that ends up working on other computers, resolutions, monitors, and graphical environments than the ones I have immediately available for testing.
The game itself takes place in the same world as Viridian Abyss, although the time setting is significantly earlier - for those of you who played VA and remember the nations of Atlantis and Lemuria, this setting takes place in the very distant past of those nations - which were themselves very ancient history in the setting of Viridian Abyss.
My goal from a storytelling perspective is to expand on the world and lore I started to reveal in VA, while my goal from a game development perspective is to improve on the experience of VA. As far as that goes, the engine execution, event flow, display layout, etc., of the new project are already superior to what I had in VA. There's currently a *lot* less content - I only have a rudimentary implementation of items, and the dungeon itself is smaller and probably much easier to complete than the one in VA. However, the potential for expansion is far greater because the underlying systems are much better, and I have a lot of content I want to add in future releases, including some of the stuff from VA that's missing in the current release, such as languages and magic, a post mortem autopsy system, and more interesting dungeon generation.
As before, I welcome any feedback on any aspect of the game, whether it be gameplay, design, storytelling, or any other feature you feel could be improved. Prospective alpha testers can find the zipped folder
here. It contains a graphics folder(which currently only serves the purpose of supplying the icon for windowed mode - my display scheme does support tile based graphics, and my implementation requires paths for such tiles, but I don't make use of them at this time), a document folder containing a manual text file(which is currently empty, although all currently available commands can be found in the ingame help menu, accessible via '?') and a changelog text file(which is also currently empty, since this is the first release), and the executable jar, which as before requires an installed Java Runtime Environment to run.
I do have error logging implemented, and in the event of a fatal crash, a debug log *should* be written inside the main directory. If this happens, please send me the log at the provided e-mail address. If it does not happen, I'd also like to know about it, as well as all the information about what you were doing and the state of the game when the crash occurred as you're able to gather.
Thanks for reading, thanks again to those of you who play tested Viridian Abyss for me, and thanks in advance to any who will help me out that way with this new project.