Showing posts with label modding. Show all posts
Showing posts with label modding. Show all posts
June 7, 2012
Dev Update : Dungeon Editor
The 0.6.5 release should out as soon as the various bugs, introduced by said version, have been fixed. It shouldn't take too long. The main new feature is the Dungeon Editor.
May 28, 2012
Dev Update : Next Goals
With the first "dungeon" nearly ready for release, even if a few things are still missing in that domain, I think it's time to explain what I am going to do next. As you will see Monday, the dungeon part in 0.6 is purely hard-coded (not moddable), so, as a result the next release will introduce ways to add / customize dungeons using the in-game modding tools. But when I am done with that (which should be relatively trivial as the whole logic behind the dungeon system is more or less ready to be integrated), I am going to explore new areas. Here is a very long post regarding this subject.
April 29, 2011
Yo dawg, I herd u liek zombies
I also think you like screenshots, especially when they speak for themselves.
There's more information in this screenshot than you may think.
April 28, 2011
Running, Tileset Editor, RAM consumption
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| 0.4.0 tiles |
The RAM consumption will be divided by at least 3, walk/run toggle implement, and new tiles and editor will be featured in next release. As I made some progress toward 0.4.0 today, I will detail here what's you can expect.
December 20, 2010
Shopping and Modding
As you can see in this screenshot, shopping has been implemented. I still need to add some kind of distinctive sign outside shops, though, as it's a pain in the ass to locate them otherwise. For now, only weapon stores are in place, food stuff, pawn shops, and so on will come later. Available weaponry is randomly selected from the pool of ingame weapons.
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