Thorin's Quest

Applications, Games, Tools, User libs and useful stuff coded in PureBasic
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Fangbeast
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Re: The Quest of The Dwarfes King

Post by Fangbeast »

darius676 wrote:Thank you,... There is so much to do on the content side. Im working now on it....
I know your pain. Now that I am getting much older, I figured out that updating 15 big programs was far too hard and am combining all of them into one program. Lots of pain. Good thing is that nobody knows about it so I don't have to issue updates:):)
Amateur Radio, D-STAR/VK3HAF
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Re: The Quest of The Dwarfes King

Post by darius676 »

Update:
Object Stream Buffer revised.
Minor further content adjustments (graphic, procedural system)
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Re: The Quest of The Dwarfes King

Post by darius676 »

Bugfixes:

Content:
various sounds have been exchanged.

Bugfixes:
After a fatal error, the game could not continue at the last valid location/map because an empty map was saved.

Incorrect (calls to outdated program code have been removed)

Sound System has been completely redesigned.
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Re: The Quest of The Dwarfes King

Post by darius676 »

Unfortunately, a serious error had crept in in the last build.
The result of this error was that the output screen was not initialized.
Many will not have noticed the error, as the game still
starts correctly.
In the further course, however, there are inconsistencies, which are not always conspicuous, and are attributed to the current progress of the game.

This update fixed this error.

As the engine and game continue to grow, there may be other errors
these should be processed by the error-handling routine.

Content:
A new (Loot) chest type to find in the dungeon.

To receive all updates, it is necessary to select "NewGame" from the home screen.
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Re: The Quest of The Dwarfes King

Post by darius676 »

Critical update:
Despite all efforts, a memory error, a memory leak went undetected
This and many other minor bugs will be fixed with this update.

Known problem:
Players can slip through them into other collision objects when they collide with smaller fast enemies.

The following changes and additions are available (no claim to completeness):
Shortcuts:
CTRL+F displays a compact debug output.
INSERT displays an extensive debug output.
M switches music on/off
CTRL+S stores the current position of the map.
CTRL+N loads the last saved (valid) map and position.
ESC program is located in the taskbar
P = Pause (no function in "Towns" and "Shops")
X = Axe (player must have a direction of movement)

The buffer function is deactivated (default),
If you want, you can customize them in the "ini" script of the Dwarfking directory:
.
.
.
.
USE_VIRTUAL_BUFFER
0 x ---- a 1 to activate the buffer (can slightly increase the streaming perfomance) VIRTUAL_BUFFER_MAX_OBJECTS 32 ---- this number should not be changed, any value >0 is possible
.
.
.
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Re: The Quest of The Dwarfes King

Post by darius676 »

Maps were rebuilt with a focus on optimization and performance.
Maps are not yet final and in constant change.

New features (engine internal):

Default engine setting:
Screen synchronization: off
FPS Limit : off
Procedural System: a
Advanced Procedural System:a

Adjusting object behavior/data.
Remaining functions that have worked on a frame basis have been changed to a timer basis.

All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

New build:

Technical changes:
Optimization in object management.
Optimization in procedural map creation.
Open World Management.
Player health indicator, dynamic depending on map.
Memory points for progress.

Content:
Maps:
Revised.
Objects:
Adjustments for the improved
Map Handling.
Important:
Maps are not final and content is not complete.

All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Update:
New features:
XP beams
Defeated enemies fill the XP bar.
Player levels accordingly.
at the beginning, the player levels faster.
After each successful battle, the progress (Map Position,Level,HP,XP) is automatically saved.
Sound effect at LevelUp (could be a little annoying -- in the implementation -- whether this effect will be retained is not yet decided.)
HP is automatically fully populated after each LevelUp.

All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Content Update:
Obsolete maps have been replaced.
Not all new maps are completely ready.
XP System levels slower.


All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Starting with this version, the health bars, various enemies are displayed.

This shows how effective your own attacks are
(with the axe).

Attention:
if you leave the combat zone, the opponents are healed. (because of the way the engine loads the data, seems to me to be a good way to involve the player in the fight, here, as with many processes, adjustments can still occur.

Level Up speed for player char should now a good value.

All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Bugfix:
Error-handling routine.
Error requesters with restart prompt were incorrectly displayed.
(This should only happen in the event of serious errors, such as incorrect memory access).

Currently, the engine seems to be working correctly.

All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Update:
Game Over is now possible.
The Game Over screen, allows
the selection: Continue (game starts at the last memory point) or exit (game home screen is displayed)

Game Over will lose all progress not saved up to this point.

Various changes in content.


All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Now the text size should be ok for all screen resolutions

All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Update of the day:
Fixed erroneous saves.

XP multiplier, attacks can be stacked.
As long as enemies are killed within time, the multiplier is increased.

If you take too long or no enemies are killed, the multiplier drops back to 1 (default value)

So-called quests are displayed under the life bar when active.
Quest objects are color-coded.

Changes to the display of various graphics, such as the combat marker.

Player Character (Hero) uses text output to support players (for example, the pause mode is not available due to a fight)


All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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Re: The Quest of The Dwarfes King

Post by darius676 »

Update of the day:
Enemies attack more often and more deadly.
Player now has shield (passive function).
Is the rolled shield value above the opponent's rolled attack value
the difference is deducted from the shield, the player does not suffer any damage.
The shield recovers automatically after about 5 seconds.
If the shield is consumed or the opponent's attack value is above the rolled shield value, life energy is deducted from the player.

Life energy and shield value can reach higher values through the player's higher levels.

Bugfixes:
Fixed a bug in combat logic.


All informations and latest updates can be found at:
https://mark-dowen.itch.io/the-quest-of ... arfes-king
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