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Re: Temple of Anput

Posted: Sat Nov 16, 2013 12:28 am
by BozoDel
I GIVE UP

Also, this should be on Vapor.

Re: Temple of Anput

Posted: Sat Nov 16, 2013 3:01 am
by josefnpat
BozoDel wrote:Also, this should be on Vapor.
Is this game feature complete? I saw this, and didn't know;
andmatand wrote: but it's not 100% done...
Otherwise I'm totally on board with getting this into vapor. It's a good game!

Re: Temple of Anput

Posted: Sat Nov 16, 2013 4:23 pm
by andmatand
josefnpat wrote:
BozoDel wrote:Also, this should be on Vapor.
Is this game feature complete? I saw this, and didn't know;
andmatand wrote: but it's not 100% done...
I thought about this when I saw Vapor. I guess it depends on what you mean by "feature complete". It is "complete" in the sense that you can play it from start to finish, but I am working on a much more substantial ending right now, and there are more NPCs and items in my design-notes that have yet to be implemented. But to someone who doesn't know all that (everyone besides me) I guess it looks like a finished game. :)

I feel like at the very least I want to finish this ending. Vapor can handle updates to the game from there, yes?
josefnpat wrote:Otherwise I'm totally on board with getting this into vapor. It's a good game!
Thanks! Vapor is a cool idea btw!

Re: Temple of Anput

Posted: Sat Nov 16, 2013 5:45 pm
by josefnpat
andmatand wrote:Vapor can handle updates to the game from there, yes?
Indeed it can!

Re: Temple of Anput

Posted: Sat Dec 14, 2013 7:53 pm
by andmatand
Since LÖVE 0.9.0 has been officially released, I have now merged in the 0.9.0 branch I had been working on. Thus, Temple of Anput now requires LÖVE 0.9.0 to run, and the win32 build now uses 0.9.0.

This also means FUN NEW BONUS FEATURES thanks to 0.9.0!
  • Gamepads now have vibration support
  • Because of LuaJIT, the rooms are generated about 350% faster now!! (although rooms are generated in a separate thread in the background so you won't actually notice a difference)
  • Fullscreen mode now uses "fullscreen desktop" mode
The new platform-portable PRNG also excites me because of the procedurally generated nature of this game, but I have yet to take advantage of it.

EDIT: The ability to have multiple distinct PRNGs has really come in handy! I have now changed things such that each map (including layout of rooms, placement of items and monsters, etc.) is generated in an entirely deterministic manner, based on the initial seed. This means that theoretically you could do a Spelunky Daily Challenge type of thing where different people could use the same random seed and play the same map.