Friday, May 30, 2008

Sigmore Mines 2 - Town portals

In Sigmore Mines 1, you could only travel to the village every three times dungeon depth (3,6,9,12..), because only on this levels objects such as town portals were generated. I've changed this behavior in Sigmore Mines 2. Now you can buy a scroll named town portal and use it anywhere you like :). It will transfer you to the nearest town and you will be able to use it to go back to the exact location you were in the dungeon. In other words, I copied the exact behavior of town portals from the Diable game, oh yeah, and with this I accidentally have introduced scrolls ;) - you can buy one from the elder. The ones who played SM1 probably know that in SM1 you could only save while you were in town, and because of this "portal every third level" issue, player were forced to play all three dungeons before next save. Well, in SM2 you will be able to save any time. Ok this is one thing I haven't decided yet. To allow saving in the dungeon or just in town (but still you can go back to town when you like - just use town portal scroll).

Saturday, May 24, 2008

Sigmore Mines 2 - Do you have a key?

It's time to another "what's have been done" post. Well, I have done all the implementation part of my master thesis :), now it awaits for supervisor's approval. Ok, I know this was not something what you were waiting for ;). Okey here is my recent changes in Sigmore Mines 2 :

  • Treasure chests - the ones which needs keys and the ones which don't
  • Locked doors - all locked doors need keys ;)
  • Fixed the way how hitpoints were calculated while adding vitality points
  • Listing of prices next to item names in shops
  • You are not able to gamble before first level up (else you could gamble and restart until you get a lot of gold)
  • Healing in camp should is much cheaper (just balancing issues)
  • I've implemented internal level analyst - thanks to it I will at some point implement secret rooms :)

And offtopic - Google is slowly starting to like my website. Hurray ;)

Thursday, May 15, 2008

Sigmore Mines 2 - Distance weapons video

Don't you think that it's time to post some video from Sigmore Mines 2? I do. This time I will show you distance weapons in use. I'm especially proud of auto aiming feature. You no longer need to manually point your target, everything is now activated and handled by one click of the button. I'm also curious. Will anyone find what have changed compared to previous Sigmore Mines 2 video (search few posts back for it)? I'm not talking here about changing the looks of the village:).

Typical "what I've added" list :
  • Stairs are not placed next to the doors.
  • Feature I want you to find from looking on the video ;)
  • Holding a direction button allow you to walk continuously in that direction.
  • Aiming state
  • Distance weapons

And the video :



Monday, May 12, 2008

Sigmore Mines 2 - recent improvements

In my previous post I gave you my roadmap of features to implement. Since then I managed to add:
  • Poison on weapons (both player and monsters)
  • Cure Poison Potion
  • Potion which adds poison bonus to your attacks (not permanent, only for some turns)
My friend asked me if he could play current alpha version of Sigmore Mines 2. I agreed, which resulted in some insight on things I would never think about:). One of new features I'm planing to add later, which comes from our talks is the ability to continuously walking while player holds direction key.


And a bit of off topic talk. Looks like google don't like my new website address. No pages from ktgames.net domain are indexed in google so you can't find my site directly in google search.. This is a bit strange because other search engines like yahoo or MSN Search indexed it properly. It's not a big problem really, because looks like people are clever enough to find my website anyway :) (google analytics tool rules). But still, if you search for Sigmore Mines registration code, search no more because it's here : Sigmore Mines.

Friday, May 9, 2008

SM2 : Status for 9th May 2008

Don't worry, I'm not dead. Still working on Sigmore Mines 2 in my spare time. Here is the list of changes I've made since my previous post :
  • I've completed implementing close combat weapons
  • I've added shields, helmets and boots
  • Added stun ability of club weapons
My next steps are:
  1. Poisonous weapons
  2. Potions curing poisons
  3. Distance weapons
  4. Keys to the dungeon doors
  5. Treasure chests
  6. Chests with traps

As for my master thesis. I've managed to connect with arm device. Position of the tip corresponds to position of my virtual scalpel. I'm fighting now with tip's orientation, all I've have is unit vector showing in which direction the tip is pointing. I need to convert this vector into angle values. After that, there will be only one milestone left until completion of implementation part of my thesis :).