The Reptoran Saga

An informational blog about the roguelike RPG "Labyrinth of Reptoran" and its sequels

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Thursday, April 16, 2009

Detailed Feature List Online!

I've compiled a detailed planned feature list, based on a similar one found on the Dwarf Fortress development page. You can see it here:
http://reptoran.rogueforge.net/detailed_plan.html

I'll add a link on the home page eventually.

No, I'm not dead...

I've been working on the quest model recently, and it's coming along very nicely. By the next release, quests can consist of the following:

Killing x monsters
Bringing x items to an NPC
Talking to an NPC

These are all goals for quest nodes, and a quest can consist of several nodes. In other words, a full quest can require you to kill 4 snakes and 3 goblins, or talk to a gnome and give a dwarf a pickaxe, or any other combination of the three basic tasks. Also, a quest node may have the completion of another node as a requirement, so you can have quests where you need to do one thing, then another, then another (rather than being given several objectives that can be completed in any order).

Conversation has been expanded a bit as well. Responses can be based on items that the player has, quests that have been completed (or not yet started, or even in progress), attributes or skills that the player has, or the type of monster that is being spoken to.

Quests and conversations are very tightly linked. The conversation sets up all the requirements for the quest (you might have to have something achieved before the response that launches a quest shows up), and quests in turn can determine what choices you have when talking with people.

Two things need to be accomplished before (what I hope is) the final release for this subversion, v0.3. The first is proper saving of quests, especially partially completed quests. The second task is to populate the dungeon with a wide variety of monsters and items. Right now there's a decent monster density up to about level 12 or so, which then tapers off until level 22 and beyond where there are no monsters at all. Obviously, this needs to change.

The next subversion, v0.4, will be a lot of interface and engine adjustments to convert Labyrinth of Reptoran from a tech demo to a playable game. The following additions are planned:

overhauled speed system
converting LOS from raycasting to shadowcasting
lots of combat tweaks and improvements, like natural armor, critical hits, blood, two-handed weapons, and more
enhanced skill system, with provisions for partial tasks (interruptions) and weapon type redefinitions
interfaces improvements like filtering out extraneous messages
improved AI
compressed save files

I'm going to be posting a planned features list on the main site soon, and hopefully I'll have a new release by the end of the month.

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Sunday, January 25, 2009

Forum back online!

To those of you who visited the forum and saw "You have been permanently banned from this forum," fear not! I've fixed the problem, and now anyone can register and post (preferably something constructive). So if anyone follows this blog, feel free to drop in and say hi!

http://reptoran.mybb3.org/

Tuesday, September 16, 2008

Version 0.3.5

Yep, to the one or two people who actually follow this (and I'm aware that that's a very liberal estimate), I've actually did some work on Labyrinth. Now basic quests are enabled; there aren't actual rewards yet, but you can talk to the mayor, get some quests, and complete them. Planned for version 0.3.6 is actual quest implementations (rather than the little example quests), which means that I'll need a bit more content, such as new monsters and items and the like. In fact, that's how the rest of v0.3 will play out: the dungeon will be extended to 25 levels, you'll have a new objective, and there will be lots of fun monsters and other NPCs to deal with.

So that's that. Hope you like it!

Download Link
Version Page

Sunday, August 24, 2008

Version 0.3.4 made available

Sorry for the long delay between updates; I had some issues with my web host that were only just resolved. That said, LoR v0.3.4 is done and on the site, so feel free to take a look. Also, the error that prevented downloading v0.3.3 has been fixed.
Download Link
Version Page

Monday, June 02, 2008

First Post

Hello, everyone! I've decided to jump on the bandwagon and keep a weblog for my roguelike. From now on, all of the updates will be posted here, while all of the files and game information will remain on the original site. So, let's start things off with a new update: Labyrinth of Reptoran v0.3.3. This release only introduces basic conversation, but it's also the first update with the new (and correct) code structure, so it's worth a look.
Download Link
Version Page