Dary's Legend is a graphical hand-drawn, roguelike dungeon crawler game. Help Dary as he embarks on a journey full of perils, monsters, traps and treasures. The game is in alpha so expect frequent updates as we build the dungeon towards the final build. System Reqs:OS: Windows XP SP3 or higher / Mac OSX 10.6+ | CPU: 1.4GHz or faster | Ram: 512MB (1GB recommended) | Graphic Card: OpenGL 2.0 compatible with 128MB Ram | Monitor 1024x768 or higher (1280x720 or higher recommended)
On this new post I'm going to talk what I've been up to since we last talked. Among them are quests, recipes and bug fixes.
Posted by DJ_Link on Feb 1st, 2013
On this new post I'm going to talk what I've been up to since we last talked.
I've been mostly working on the Quest system. This has a great chance of being present on the next update.
The quests are something that we intended right from the start, and while the quest tab is already present in your Journal you never encounter any yet.
Since we are placed in the dungeon and to maintain that sense of isolation we are building this around a concept of Communication Artifacts. When you encounter one you can use it and decide if you want to accept a new quest.
After accepting a quest you'll get it listed on your Journal until you either complete or Abandon it.
In this example description refers to a monster you have to kill and an approximate location where you can find it. You'll earn XP, Jotes and possible other stuff after completing quests.
After some debate we decided that we will remove the level requirement for crafting recipes. While this may make sense in a more traditional RPG approach, a way of keeping stronger stuff restricted to later this breaks another rule we thing it's important. You will not always find that specific recipe, so if you find a recipe and have the necessary ingredients, you should be able to craft it.
An issue some players reported is that when using arrows the game slows down, even more when enemies are very distant. This is something I wasn't able to reproduce yet and it may well be related to a slow system, still I will try to track this as I don't see any reason for this to happen. If the game plays at a good framerate there shouldn't be anything that would drop speed that much. Usually the heavier task is to walk when enemies are in the same room, because several systems are working at the same time, hero path-finding, enemies path-finding or action decision and minimap updating.
I've been fixing many other bugs and cosmetic issues, but when the update gets released I'll get into more detail.
Thanks again for the awesome support and for those who don't have the game don't forget you can get it for a nice 40% off while in alpha