We posted a roadmap over on Steam - I can't replicate the picture layout in this log, so here's a link: Roadmap. Continuing along with adventure mode stuff.But it's also time to get some menus in, and to find time for archery and other fixes as well! We've got varied larger structures in, and private towers with their courtyards, just a bit spruced up from where it was in ASCII which already had the accurate street maps.įinally, we got some edges up for the vision shadows in adventure mode, so it isn't as blocky.Īll of this stuff will experience iterations ha ha. I think the current plan is to continue improving the portraits for a while, getting palettes working and such, and to push through every single animal person (though they might not show equipment), so I don't expect them to be in the next fort mode patch, but I have a branch where they are up on the sheets and it looks okay so far!Īlso been doing site travel map (Jacob's art), and that's going well. Having adventure mode not be playable for years is going to cause little troubles like this but we'll clear them up as we go. Portraits are all working in both modes, including ghosts and undead critters and so forth (Carolyn's art, with Neoriceisgood on animal peoples.) Had some near literal bit rot in that some zombie changes over a year ago to the graphical update caused adventurers to be generated without clothing, which took a bit to figure out ha ha. We're trying to get a video together so I'm going to leave screenshots off for the moment, but hopefully you can see the towns soon. Pretty much the same topics as last time, but I'll try not to just be quiet and instead give an update ha ha.New equipment images on the full body tiles for equipment like artifacts and divine weapons also coming, and I think new item images as well. Work continues on portraits as well, from goblins and kobolds to clothing variations and animal people. All menus support keyboard only, mouse only, and hybrid approaches. There were so many options buried inside of conversations - I still need to do performances and the secret identity specifier, for example. Combat menus, the log, status, and character generation feel like the big ones left to do, but stuff always comes up ha ha. Jumping, picking things up, climbing, inventory, and conversations (aside from a few gnarly cases) are done. I've been hitting interface menus one at a time. Here also from a few weeks back is the latest Blindirl interview! We're aiming to get the revamped Adventure Mode released by April! The video I mentioned back in October was posted, an adventure mode trailer that was originally shown on PC Gamer alongside some anticipated unreleased games for next year.Just going to keep plugging away at Adventure menus and the archery stuff will happen when it feels like a good day for bug fixin'. I have to get away from Adventure mode at some point to work on archery issues at the bare minimum before 50.12 is ready to go, but there's a lot to do everywhere. There's more sorting/filters now (job search and sorting, alphabetized professions, etc.) We're also working on some improved statues of Jacob's that should be in 50.12, and in Adventure land, Carolyn has drawn some cool armor and clothing portrait variations while Neoriceisgood prepares more animal people portraits. Putnam has been improving the Fort mode interface. I guess my test adventurer has an irritating personality ha ha. I had to go back and clean up an old technical problem, and it briefly led to an error where my adventurer would autonomously argue with the hippo person from the trailer every time I took a step. Arena adventurers are back in and I did some work to make conversations and regular announcements work nicely together. Now available at Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 50.11 (October 3, 2023) Windows LinuxĪll Versions Current Development: RSS Feed, Release Feed, Variously progressing along.
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