2006-09-08 Killing Kreechers Here we see the hero killing Kreechers! The room is littered with corpses and blood is splashed onto the walls and floor.
2006-08-27 First time with LOS Visible tiles are highlighted to emphasize which tiles are seen by the character. At the moment the character will remember monsters and objects he/she has seen by not erasing them if they get out of sight; leaving them as slightly darkened tiles instead. Creatures will still roam the area and might pick up objects even when the character can't seen them, but the character won't know the changes unless he/she returns to the vicinity and lets the LOS-code update the tiles. A big thanks to Björn Bergström for coming up with a really impressive algorithm for FOV.
2006-08-17 Shroud of darkness implemented Finally the code for hiding unvisited areas in a shroud of darkness has been implemented. The line of sight code is still waiting in turn though. Notice that the player can see the Kreecher even though they're not even in the same room.
2006-08-11 Some monsters be here... The "Kreecher" makes its' second appearance. The color has changed to dark green. There is also a message screen and the stats have changed since the last time. The A.I. is still in its' infant phase. Kreechers only wander at the moment...
2006-07-26 Dungeons with doors and stairs Dungeons now yield stairs leading up and down. There are also doors making certain areas harder to reach.
2006-07-24 First attempt at creating a random dungeon A first attempt at creating a random dungeon. Line of sight is not implemented yet and hence one can see everything.
2006-07-23 An early screenshot This is an early screenshot of the GUI written in python with pygame. It's still in development here and nothing is final. Imagine we're looking at a small stone house in the middle of a grass plain ;-).
2006-01-27 My first attempt at a GUI My first attempt at a GUI. It's still unpolished and I'm sure that it will undergo some changes before I'm done with it. I've borrowed most of the stats from Thomas Biskup's ADOM to fill out the empty space on the side. The ASCII characters are only printed to the screen to display what eventually will be handled by a game engine. I haven't started with the game yet.