![]() Remove unseen gold from item list change unseen treasure to orange stars To detect object change detect enchantment to (fuzzy) detect treasure Fizzix's fuzzy detection improvements: reinstate rods of (fuzzy) treasureĭetection make clairvoyance (spell/activation) fuzzy change detect treasure Prevent labyrinths and caverns on quest levels Change archery to be limited in range by MAX_RANGE Make stat potions rarer and stat-swap potions deeper & rarer Remove all remove curse items and spells ![]() Nick's small_device option for reduce range and sight Destruction effects no longer destroy stairs Reduce good/great chances for item generation Make artifacts give a minimum feeling of "worthwhile" Make object feelings react more to single great objects Allow PASS_WALL monsters to revert to normal pathing near permarock Important note: all older files have been deleted from the usual download location please upgrade to 1.1.9 if you're still running old servers. Note: some basic entities have changed, so savefiles are incompatible again please start a clean server instance with the new version ĭon't forget to update both clients and servers. See readme.txt for the full story, or below for the full list of changes.įiles updated: client, server, source code.įiles are available for download at the usual location. and a whole bunch of tweaks and bugfixes. It ports all remaining features from Angband 3.4, including a brand new 64圆4 tileset, new item detection, no more light curses, weaker torches. The 1.1.9 version is a milestone version. New PWMAngband 1.1.9 (aka build 1) released! The game is very simple, more of a testbed for the various bits necessary to implement my larger game ideas (tilemap rendering, tap-based, turn-based).Ten months since last release. Feels a bit more game-y.Īdd bonuses, such as potions or treasure, to incentivize the player’s exploration - to tempt the player to push their luck into unexplored parts of the screen, even if they have a path to the exit.įree to play on the web and in the App Store, supported by ads in both places. Would probably switch over to one of Oryx’s sprite sets.Įxperiment with direct player movement: swipe up/down/left/right to move the character to adjacent tiles, then reveal tiles adjacent to the player. It’s currently the freely available Angband tileset. The maximum level is somewhere around 50 - after that it’s not possible to have an unobstructed path from entrance to exit (an additional monster is added each level). The highest level I’m aware of any one getting to is Level 17. ![]() The game doesn’t involve much skill, and is really driven by the board randomization. Revealed tiles will show piles of bones to indicate an adjacent monster. The core game loop is essentially Minesweeper: you tap a tile to reveal it. Your goal is to move your character from the entrance to the exit without uncovering a monster. ![]() The basic idea behind Dumbhack is that you a tile grid. (I eventually sold the Playbook to someone on Craigslist for about $300, which technically makes Dumbhack still my most profitable game design.) I’ve intended for a long time to create a proper version of the game, put it in the iOS App Store, and try to earn enough money to pay for my iPad. I think it sold 3, maybe 4 copies on their app store. It was approved, and I got a free Playbook! Well, over the course of a week or so I built Dumbhack in Flash and packaged it for the Blackberry app store. BlackBerry was running a developer promotion wherein you’d get a free Blackberry Playbook tablet if you submitted (and had approved) an app into their fledgling app store. I originally created Dumbhack in Spring 2011. ![]()
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