KeeperRL alpha12 is out. This release took longer than planned, but I think it's well justified. Besides a few bigger gameplay changes, I fixed a big number of issues and added many small improvements. The game is now a lot closer to being a mature product. There are also graphical changes, the first fruits of my collaboration with Artur. See for yourself :)
The free and paid versions are available from Itch.io. As usual, the free version is the same as the full release, minus graphics and music. If you've already bought the game before, you can download the new version from your personal itch.io link.
- Mac OSX support.
- New, beautiful main menu and loading screen.
- New rooms: workshop and jeweler.
- Enemy villages now have immigration.
- Bandits try to steal Keeper's gold.
- New minions: bats and cave bears.
- Nocturnal and cave exploration tasks.
- Wolves arrive and stay in packs.
- Club and heavy club weapons.
- New spells: magic shield, force bolt, stun ray.
- New kind of vault.
- Orc shamans now heal their allies.
- New experience level formula based on attributes.
- Clickable messages that scroll to the relevant location.
- New keeper, imp and some other sprites.
- New UI for picking up items.
- New UI for handling multiple teams.
- Resource management balancing changes.
- Saved and retired dungeons are now portable across different platforms.
The last two weeks saw a record number of bugfixes and engine improvements, and the list of remaining Alpha12 issues has shrunk down to six. Still left are some gameplay improvements, including a crocodile minion that patrols the waters, two offensive spells and hitting multiple opponents with a single swing of battle-axe.
Having finished a big refactoring in the village AI code, I introduced more organic behavior of enemies, like immigration and building teams. They share more and more code with the dungeon management, which means they keep getting more intelligent. Bandits are now able to run off with your gold, for example.
Artur has finished the main menu background, and he designed a nice loading screen. KeeperRL is starting to look like a real game!
I've recorded a video on the development of the game. You can hear me talk briefly about the project setup, environment and the C++ codebase, and then I go on to implement a simple feature (a new spell). Comments and critique are welcome. Enjoy!
The last core feature left to implement are persistent maps and the Keeper vs. Keeper mode. This will have to wait until around march. For the approaching Steam EA release I want to focus on bugfixing, visual polish and some minor, yet fun, features. A critical voice might say that I'm selling myself instead of working on the important stuff, and partly that's true, I want the game to have a good reception on Steam. But also I originally promised the game would be ready by the end of 2014, and I have already broken that promise. So at the least I want to deliver a decent and stable build for the people who don't necessarily enjoy buggy dev releases so much.
Let's go back to the minor, yet fun, features that I worked on the last few days. This will barely influence actual gameplay, but I decided that beasts need to be more intelligent and interesting. I introduced bats, who relieve the ravens and roam the land at night, also making sure to explore underground locations. Wolves on the other hand arrive and stay in packs (making use of the recently added new team logic). They are also nocturnal creatures now.
I also introduced two new rooms: workshop and jeweler. It might be a bit confusing - there are four of these rooms now: workshop, forge, laboratory and jeweler. The whole group used to be called workshops before, but now they're under "manufactories". If anyone can think of a better naming scheme, let me know. Anyway, the workshop produces non-metal items, like first-aid kits, traps, leather armor, etc. The forge takes care of metal armor and weapons, and the jeweler creates magical rings and amulets. Laboratory stayed as it was. It's not a major gameplay change, but gives you some more control about what's being crafted. Time will show if it made sense. I definitely don't plan to introduce a whole lot of new room types, don't worry :).
PS. I'm thinking about recording a video of a short programming session, showing how I work with the pretty big and complex C++ codebase, hopefully with some tips and good advice. Is anyone interested?
EDIT: I'll do it. It's being discussed here.