dntoll's blog

Super Mario Pearl Beads

Super Mario Pearl BeadsSuper Mario Pearl Beads

My kitchen wall is no longer empty...
3500+ beads.
~4 hours of work for two people.

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Yay finally new demo of Hero

I haven't been very active here at spellofplay.com lately. My time has been divided between work, kids and CrossFit. But now I finally got some work done on Hero and released a new version today on hUb.

Iteration 15 contains a lot of new stuff:

  • Drop all items of same kind option
  • Boost constitution spell symbol
  • monsters depending on level disturbs rest
  • Character generation interface
  • Only three bodyparts, head, body and shoes
  • Enemies can aggravate eachother by speach...
  • enemies heal up when you leavel levels
  • enemies casts spells
  • quick cast spell by doubleclick on spell symbol
  • repair in shops
  • Active spells bars
  • all boost spells should stay when resting but you will not regain mana until they are dispelled
  • Dispell spells on clicking on active spell
  • use potion quick bar
  • sorting of savegames

Enjoy!

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More spells in Hero Iteration 14

Finally I got around to release iteration 14 of Hero.
Hero is a complex project and during this iteration I have made a few hard cuts in order to make it manageable again. I have removed the map game altogether and now you move from one area directly to other areas...

This new version features:

  • Map game removed
  • Heal spell
  • Fire ball spell
  • Armor spell
  • A few dungeons

Now enjoy some dungeons!

skeletonskeleton

hero i14hero i14

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Attacked by Wolves in Hero i13

I just released Hero iteration 13 on Spell Of Play hUb!
The two weeks have been filled with lots of distractions from working on Hero, but the new release features a few new things. My main goal was to work on the story so there are a few new areas to visit. I also wrote a new beginning. Unfortunately the story and dialogs are very primitive and not complete. And most of the story is still on paper.

Try it!

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New user interface in Hero


Another two weeks have passed and another release of Hero is on Spell of Play hUb. During this iteration I have rewritten large parts of the codebase but I also focused on the feedback from previous releases. A number of smaller issues have been resolved like the bug where a spear shoots arrows Smiling.
I have also started to work on a new user interface. It is smaller and should not block the players view.

Now Play Hero on hUb!

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Days pass quickly when programming

Another two weeks have past and another release of Hero is out! Iteration 11 is one of the bigger releases yet.

Go play it now!

Some of the changes are:

  • You no longer walk above the clouds on map
  • Day and night cycle affects light on map
  • You can rest and be attacked during rest
  • Combat should be a little smother and player movement should not be interrupted
  • Quest log, where you can check out your active and finished quests
  • You can speak to some enemies during fight to stop fighting
  • Broken item feedback
  • Level up feedback
  • Encumbered feedback
  • Ambient Occlusion provides nicer shadows (when using advanced shader)
  • More options in settings, cheaper shaders and camera options
  • NPC´s react when you attack their friends
  • You can be ambushed when walking on map
  • If two areas connect on map you can walk directly from one to the other from an area

And a big thanks to all who tested i10! Your feedback has been valuable and keeps me focused!

Daniel - Hero programmer

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Notice the difference?

After a few (2) glasses of wine I gave in to the tempting-tech and implemented Ambient Occlusion...

I´m also calculating all 3 maps (static light map, dynamic light map and ambient occlusion map) during play so I start with a small one and create bigger ones when the small ones done... but with 4 active threads you either need 4 cores or you get some performance problems, I think I will solve this with some cleverly placed Sleep calls...

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