News Archive

 

March 30, 2008
A new version is out; this time I've added alignment to the mix. Monsters my fight each other, and some won't attack you. I'll try to get conversation going sometime this week, then quests. You can find Version 0.3.1 here; the version page is here.

 

March 28, 2008
After a long delay, I've finally started working on my game again. I hadn't done anything for a long time because of an obscure bug, and I wanted to get that bug removed before I made any additions. Since I don't know anything about actual debuggers, I did nothing, until I finally cobbled together a very crude stack trace generator last night. After that, it was easy enough to track down the bug and equally easy to fix it. Version 0.3.0 is here; there are no major updates, but no major bugs left either.

 

February 8, 2008
Version 0.2.8 contains several bug fixes from v0.2.7. There are two more obscure bugs that I hope to get out for v0.2.9. As always, the old version is on the version page.

 

February 8, 2008
I've released a new version of LoR that has a few bug fixes and a few new features requested by various people. The old version will remain on the version page. Also, a timeline of planned features is available, if you'd like to check it out.

 

February 5. 2008
Quick update: I've overhauled the version numbers of my game, due to the numbers not lining up as development progressed (1.0.0 would still be an unfinished version of the game). Because of this, there might be a few oddities in the version numbering on this site, but I'll try to fix them all.

 

February 4, 2008
This is the big day: The first public demo of Labyrinth of Reptoran. I've posted here, on the forums, r.g.r.d., r.g.r.a, Roguebasin, and Roguetemple. This is a pretty big deal to me; I've been working for about five years to get this program to the point that it's at now, and I'm very satisfied with the results. Development is moving along smoothly, and I hope to get the majority of the game done by the end of this year. If you like the game or have suggestions or bug reports, feel free to register on the forums and post.

 

February 1, 2008
Well, I said I would get a new version out by the end of the month, and here it is. Version 0.3.5 has several new monsters and items, as well as a boss monster at the bottom of the dungeon. The game is fully playable by now (although far from completed), so be sure to check it out! Today or tomorrow I'm going to upload the actual demo, which will include just the executable (with a few refined features for distribution) and a readme.

 

January 11, 2008:
Happy New Year everyone! This year should see some pretty major development on the Labyrinth of Reptoran, and I'll start things off with v0.3.4. That's right, I skipped v0.3.3, mainly because I felt that enough work was done for two minor sub-versions. Labyrinth is getting closer to a playable game now; you'll find goblins throughout the dungeon that you kill. I've provided the character with a substantial amount of hitpoints (mainly for debugging), so you can dive all night. There's still no regeneration of any sort; I haven't decided if I like it that way or not. You'll notice that the AI is pretty horrific, but it's AI. My strategy is "functionality now, polish later," and the AI clearly reflects this (though that may not be a good thing). Speaking of polish, a playable demo should be out by the end of the month containing at least 10 different monsters, several pieces of weapons and armor, and a miniboss that you can kill to "win." Version 0.3.5 will have all of the functionality of that demo, and v0.3.6 will be the same thing with a readme file and all of the debugging bits removed.

Also, If you like the game or have suggestions, please let me know. I know the game isn't much right now, but every developer likes to get a little feedback. My email address is(in image format to prevent spam).

 

October 22, 2007:
After a little more work on the combat engine, I'm proud to upload v0.3.2. "But wait!" you may be saying. "What happened to v0.3.1?" Well, I had a plan for what I wanted in each version, but I ended up added the features simultaneously. A complete list of new features is at the version page.

 

October 10, 2007:
Believe it or not, I've done some work on Labyrinth of Reptoran and uploaded v0.3.0. You've probably noticed that the updates sort of blend elements of the timeline; that is, there are some skills, some combat, etc. While it's not completely unavoidable, things like combining weapon skills and weapons themselves seems kind of essential. Version 3 will eventually be the first playable version; by the end, I plan to have several dozen items, several dozen monsters, a rudimentary AI, and 10 populated dungeon levels. The final version will be much more grandiose, of course, but you have to start small. =)

 

April 27, 2007:
Hey, an update! After a long drought with nothing done on my game, I was inexplicably reinspired to continue work on it. Quite a bit has been done since the last update, such as items, item/tile interaction, and more. I'd say I'm pretty close to the point I was at prior to my rewrite. Let me tell you, I'm glad I started over. Maps are now more compact, and the dungeon structure is pretty good. I've removed the distinction between features and tiles, and I've simplified the traversal between two levels. I'm also planning on jumping the gun a bit, as far as the timeline. Once I've added monsters and combat, I think it's time for some simple conversation and maybe even a quest. Hopefully this will get more people interested in the game sooner; I'm going for the "playable from the start, content always being added" approach. The file contains an executable, the source files, some notes I've made, and the Code::Blocks project. Basically everything I've been working with. There are more details on the version page.

 

March 5, 2007:
Well, the forums are now enabled. Many thanks to Yendor for hosting this site and setting up the forums for me. Meantime, what's to be said in this first news post? Hopefully the site's design is acceptable; I was aiming for a simple yet effective interface.
The annual Seven Day Roguelike Challenge is coming up, and I'm planning on participating. If all goes well, the second installment of the "Tales of Endorech" series will be written.
One last thing: As soon as I can get a hold of a scanner, I think I'll start up a webcomic. It's the story of two space explorers and their battles with evil. The original comic dates back eleven years ago, when I was in second grade. Probably eight years ago, I drew a second page, and about two or three years ago I kind of started drawing it again. I think I'm currently working on the sixth page, with seven "daily" comics per page.

If collectable card games are your thing, check out Galactic Warfare. It's something I've been doing off and on for about four years. Over 400 cards have been designed, but the page hasn't been updated in ages.

Perhaps you enjoy fast-paced, multiplayer action games. Soldat definitely delivers, and I've created a page for the clan I'm in.

You can access all of the aforementioned pages below.