Big 1.06 update with lots of new content
BloodCrypt » Devlog
Brand new version (1.06) with new levels, monsters and an overall task: Get Moms Amulet from the Bone King!
Ver 1.06 Todo
sound
magic books
proper end section with note from Mom
Ver 1.06 changes
- bed, bedding, coffin, wood, coffin-open, shelf, bones, cup, plate, magnifying glass, models added
- hovering over a monster brings up a magnifying glass
- main menu alterations
- new logo integrated into menu and map view
- objects now activated. gold, food, etc can be properly dealt with, picked up etc.
- display speeded up with new object managment system
- monster(3d) and ui(2d) graphics seperated
- inhabit mode now shows axe and axe movement when attacking
- initial magnify info panel added
- monsters now have automatic info panel
- things have automatic info panel - key, coins, food
- new menu graphics with new logo
- new tickbox graphics
- infopanel tickbox activated by mouse click or S or DownArrow (when highlighted)
- when info panel is not shown - clicking when the magnifying glass is shown will give help text
- null added to dressing
- lightFX now has second grid added for more things
- nulllight added to lightFX
- initial work on getting hidden tiles to function correctly - sometimes they don't drop right
- fixed nasty bug which prevented movement from one tile to another
- monsters now spawn more regularly
- monsters can't spawn on top of other monsters
- initial trigger systems activated for some lighting
- fire and big fire now cause damage if walked over
- minor graphic glitch with direction arrow sorted
- lots of testing :)
- layout editor click on map moves to position
- scrolls can now be picked up from off the floor by click next to them
- books are now things - they can be picked up
- fruit, cheese, ham can now be on things
- monsters spawn more randomly - before they would always spawn. now they have a 0% chance of spawning
- monsters will hit back when attacked
- things can be picked up in front of you in inhabit mode
- minor menu graphics tidy up
- normal and inhabit movement now synchronised correctly
- inhabit now has vertical 'breathing' added
- internal tile data format changed to support multiple card decks
- editor - now supports multiple card decks
- initial level 3 sewer layout done
- tracker sequence sound reset sorted
- when escape (exit to menu) pressed map will also vanish if visible
- map now renders fluid
- map now shows correct details if been revealed - hidden parts are not shown
- map now renders path
- map now renders sewers correctly
- dust particles launch when knight moves
- gribmax has new graphics
- gribmax now pops and spans dribbles
- trapdoors now have popup info
- modified main shader to darken things as they go up. this gives a better render effect for the lights
- added some extra 3d position checking
- scores now integrated
- scores now saved
- scores now shown in main menu
- gold amount now linked direct to score
- movement bug - where you couldn't move - initial code rework
- transition from current floor to new floor code complete
- gates now have closed mechanism
- corrected internal floor jump systems
- added floor up/down systems
- you can now travel to different floors
- corrected right bottom icon display issue
- increased graphic fidelity
- minor score table edit to prevent multiple identical scores
- going up/down floors takes you out of inhabit mode
- 2x2 steps added to items
- 6 colored potions added to dressing
- external map different carddeck support added
- internal carddecks added to editor
- spikes now operational along with hidden triggers
- spikes added to main map - so you encounter them first
- card decks now operational
- initial blood sewer tiles complete
- level not clearing bug (where completed level was still present) fixed
- spike toggle when in inhabit mode corrected
- enemy2 becomes a wurm
- wurms added to the red sewer
- enemy3 is a batusbat
- bats added to red sewer
- book icons added to GUI
- tentacle added to monsters
- fallOff map created for monsters to track movements
- skeletons now track your movements and will always find you
- optimized fallOff map - it only calculates 1 offset per frame. it means creatures further away might not move
- additonal map tiles added so there is the opportunity to have a book at start - if found!
- books now appear in gui. there are 6 kinds with one being random
- each level now has a title and basic help text on what to do
- 2d graphics are now crisp
- levels start faded to dark grey when title shows then color and lights are added
- potions now appear in the gui. there are 6 kinds
- pink potion is BIG
- red potion is heal/hurt
- green potion is immune
- when big - you cant go through archways
- fixed mouse over blocked movement bug
- titles now show when you jump to a new floor - basic help on what to do
- implemented splash screen into core windows
- yellow potion is strength
- initial scroll UI set up
- correction to internal bitmapfont controls to correct alpha blending
- 5 helpful scrolls added to tutorial
- more movement error checking added
- quest buttons now start un-enabled
- quest buttons now updated And saved/loaded correctly
- available decks now 4 not 3
- new monster wraith
- new level ossuary
- new mx2 logo added
- corrected scores
- added lots of coins
- bone throne added
- skeleton warriors added
- ossuary starts with more bones!
- corrected floor/level when saving/adding scores
- skeleton king ole boney added!
- new modified potion icons that actually show what the potion might do...
Files
BloodCrypt.app106.zip 10 MB
May 06, 2018
BloodCryptWin106.zip 12 MB
May 06, 2018
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BloodCrypt
Fabulous 3d roguelike action
Status | In development |
Author | AdamStrange |
Genre | Role Playing, Adventure |
Tags | 3D, Seven Day Roguelike Challenge, dungeon, Dungeon Crawler, free, Roguelike, Top-Down |
More posts
- Ver 1.05 now availableMar 25, 2018
- Ver 1.04 now availableMar 17, 2018
- Ver1.02 UpdateMar 13, 2018
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