Archive for September, 2012

TSL 0.39 released

2012-09-16

As usual, you can get it at the TSL homepage.

Changelog follows below.

(more…)

Advertisements

Doors and keys

2012-09-13

I have added locked doors to TSL.

They have their own tile type, in addition to the open, closed and secret doors that already exist. A random number of doors on each level will start out as locked.

There is a new “key” item that will unlock a door. Keys are expendable (one use only), stackable (“5 keys”) and any key will open any door. You can select them from the inventory screen or just bump into a locked door; if you have any keys you will be prompted to use them.

If you do not have any or choose not to use them, you will instead be prompted if you wish to break the door. This has a random chance of success and something bad should happen each time you fail (making noise, taking damage, or at least being slowed down for a while – details at eleven). Having a crowbar with you should also be helpful, but I haven’t decided exactly how.

If you can’t get a door open, there are also the option to teleport past or blow it up with explosives.

Destructible terrain

2012-09-06

I will be releasing TSL 0.39 for the 2012 “annual roguelike release party” around September 15-16th (probably the first time I’ve announced a release in advance).

It will have some (attempts at) critical bugfixes, such as the 64-bit save/load and display bugs.

The new “do what I mean” inventory system is mostly complete and I have converted several other subsystems to use the same menu framework. It’s not polished yet but a uniform menu system will make things easier to navigate and future improvements will benefit all menus at once. Ideally every screen where you browse or select something will use a similar layout and control scheme.

I have improved the damage system for weapons. Using an unidentified weapon partially uncovers its damage sequence and completing the sequence will fully identify the weapon. All that is missing now are the finishing moves that also will trigger when you complete a sequence, but these will take a little while longer.

I have also made an attempt at destructible terrain and it’s working quite well. Explosions (from grenades and fireballs) will destroy doors and “weak” walls (those that have open areas on two opposing sides, north/south or west/east). I have wanted this ever since the earliest days of TSL, but I have not figured out how it should work until now (turned out to be trivial).

There is not much point yet in blowing up doors, but if I add locked doors some day (without enough keys), there might be. So, how about a wand a digging?