Same download link: bit.ly/1qzKCHO (Windows only for now)
- Game can be restarted without quitting.
- Monsters get stuck in corridors less often.
- Picking up an item always sends it to the inventory.
- Gaining too much experience doesn’t set the character’s level back to 0.
- Wolves don’t have a ranged attack.
- Normal mode added: experience only awarded for observed kills (previous default mode is now called easy mode, and is known to be winnable).
- Python no longer strictly required: pregenerated static map is automatically used if Python is not available.
- Readme.txt is more clear about system requirements; you need microsoft.com/en-gb/download/details.aspx?id=40784, 32-bit (x86) version.
- Readme.txt has contact links.
Windows download: https://bitly.com/1qzKCHO (dl.dropboxusercontent.com/u/6433222/PoachersWBD.zip)
Windows runtime requirement: http://www.microsoft.com/en-gb/download/details.aspx?id=40784 (32-bit x86 version, not 64-bit!)
Linux download: by request
Mac download: ask Cfyz
Source: coming soon
Poachers Will Be Decapitated!
Decades of exploitation by “adventurers” have left many species such as Orcs, Kobolds, and Trolls in danger of extinction. The monstrous dragon Uozeni, who once burnt your family and your village to cinders, lurks at the bottom of a previously undiscovered cave.
Populations here are much stronger than elsewhere, and the Society for Conservation and Ecology of Dungeons are protecting the inhabitants in the hope that they can later be reintroduced to other locations. Adventuring is restricted by strict limits on killing and looting, which are enforced by the Rangers, Inspectors, and Castigators of SCED.
These kill limits aren’t nearly enough to sustain a traditional approach to dungeon adventuring. To avenge yourself on Uozeni, will you work within the rules, subvert them with stealth, or publicly flout them?
Remember: SCEDRIC decapitates poachers!
The game is completely mouse controllable. Left/right click on abilities to select them, and click on the map to use them. Mouse over an enemy to see its stats and abilities.
Travelling is interrupted by enemies in view. You may want to use numpad, HJKLYUBN, or custom controls (see readme) to move more easily.
Your objective is to reach dungeon level 19 and kill the evil dragon Uozeni, who is responsible for the loss of your home and family. You do not currently have enough power to defeat Uozeni; you can gain power by upgrading your stats and taking items from the floor.
Upgrading your stats, as usual, requires you to slaughter dozens of other montsers. However, SCEDRIC is keeping track of how many monsters you kill. If you exceed the limit of 20, you will be branded a poacher and SCEDRIC will attempt to decapitate you.
Inventory interface is not fully implemented. You can pick up items and use them, but not choose what to equip or drop.
Character development is not fully implemented. You get a random stat boost when you upgrade.
* BearLibTerminal ( foo.wyrd.name/en:bearlibterminal )
* Griddle ( https://github.com/essarrdee/griddle )
* Picojson ( https://github.com/kazuho/picojson)
* Linux: C++11 compatible compiler
* Python: http://python.org
There’s a lot in the dungeon but not that much you can do with it. No inventory management or spending XP points, monsters still walk randomly and don’t use their abilities, poaching isn’t detected, rangers don’t enforce the law, there aren’t any temporary effects, the boss doesn’t appear.
A lot of these are quick fixes, but there’s 3 and a half hours left and that might not be enough.
14.5 hours to go and there’s still a lot to be done. Thursday I was slightly burnt out, Friday was unproductive due to real life. Items, actor templates, and bonus abilities on level-up all have a working back-end and a few examples, but there’s no interface to let the player manage them.
However, I’ve replaced the combat with something nontrivial (a d10 system ripped from Age of Wonders), and I’ve put recharge rates on abilities. Some connect to the player’s mana supply so that the wait can be skipped, for a price. I should probably either add a rest-until-recharged command or be careful to keep the charge times very low. The example monster is now an actual monster rather than a copy of the debugging player character.My todo list for today looks like this:
enginey things: item management, levelups, messaging, mouseover enemy description
minimal content : basic enemies, one scedric, a few items, basic abilities, generation+placement
core features : documentation, scedric hunting poachers, Uozeni, AI
expanded content : monsters, two more scedrics, lots of items
extra mechanics: stealth, starting shop, damage particles, animations …
balancing, scrolling ability list, character display
Windows users can download and test Poachers Will Be Decapitated! From https://bitly.com/1qzKCHO. You may need http://www.microsoft.com/en-gb/download/details.aspx?id=40784 (x86 version).
Just had a major breakthrough. The player can now combine stats and abilities from multiple sources (their own actor template, items, things chosen at levelup), and these sources can be defined in JSON mod files. The ability selection interface will remember selected abilities across changes to the actor’s ability set, so there won’t be any confusion or nasty surprises after you swap a weapon out. It also supports multiple independent copies of the same ability. I need to make a few changes so that non-stacking abilities don’t benefit from this.
The level/XP/upgrade text is just a placeholder, but it might be next on the todo list.
Actor sprites are still hardcoded, but with a few tweaks I’ll be able to start adding a big variety of monsters and items to the game.
If you’re on Windows, you can now play test builds of Poachers Will Be Decapitated! You can download the executable package from bit.ly/1qzKCHO. You’ll need the MSVC 12.0 runtime (x86) installed, which you can get from http://www.microsoft.com/en-gb/download/details.aspx?id=40784. Map generation requires Python 2 (not 3), which you can get from python.org. If you don’t want to install python, you can disable map generation by editing mod.json. Change these two lines
"DUNGEON_GENERATOR":"python biconnect.py 60 25 6 3 6 3 12 20 dungeon.dat",
"NOT_DUNGEON_GENERATOR":"python biconnect.py 60 25 6 3 6 3 12 20 dungeon.dat",
Please let me know if there are any usability issues, crashes, or other problems.
Halfway through the challenge! I’ve got mouse automovement working. Select the travel ability and click the destination to go there almost instantly. If a monster is in your field of vision, you stop (to prevent mishaps). I’ve also implemented a targetted instakill ability for testing.
The next step will be adding RPG stats and making actors’ trait/ability lists more flexible. Then I can implement items and levelups and start getting to the core gameplay. Before that, I might see about adding a basic version of SCEDRIC to the game.