Home › Forums › Linux Gaming › Tomes of Mephistopheles, FPS aRPG dungeon crawler, alpha is
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Onionman.
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February 16, 2012 at 7:39 pm #65236
Venn Stone
Keymaster“Tomes of Mephistopheles, FPS aRPG dungeon crawler, alpha is out! We need to have at least 3,000 copies sold to secure further fulltime development. Thank you!” -motorsep
From http://www.kot-in-action.com/c…..ent/?p=329
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Finally, we have released the first alpha build of Tomes of Mephistopheles. Check it out at�the official website of Tomes of Mephistopheles.�For more detailed info read up on the change logs. Here is the latest round of changes:
CHANGELOG 02/16/12:
Dungeons:
+ removed large open empty areas from dungeon and added several more architecturally stylized areas
+ greatly improved dungeon generation time
+ torches now only allow a gap between them of 2 pillars in most cases
Graphics:
+ added texture blending to dungeon floors
+ player blood now just spurts once, but harder so it's still visible (still not final)
+ added blur effects for damage, overall health condition with heartbeat rhythm and sounds
+ added death effects
AI:
+ added Trap Skeletons (watch out for suspicious piles of bones)
+ improved ai spawning pattern to not be completely random
+ ai now bounce on death
+ added sight and idle sounds for skeletons
+ ai now has a buffer space between them and their target where they play a creep anim or a walk anim
Items:
+ added health and mana upgrade potions with effects, (very low spawn chance)
Objects:
+ added sounds for doors and chests
+ added sounds for torches and campfires
+ added bounce sounds for various objects
+ added debris sound when walls are damaged
+ added bomb fuse sound and dust settling sound during explosions
+ added item spawn, pickup, and use sounds
Player:
+ added vwep hands and sword models with animations and damage collision
+ set more reasonable player speeds, slightly slower strafing and a bit slower backpedaling
+ adjusted player torch light position to a better location
Main Menu:
+ added “Music . Christian Floisand” to credits
+ added a menu to select dungeon size or enter a specific value
+ added a control menu
+ added video menu with resolution slider and fullscreen toggle
+ spiffed up the menu colors
+ polished up parts of the menu that cut off sounds because the menu activates the option too fast (such as starting a game or a resolution change)
+ added menu sounds
HUD:
+ added messages to the left side of the hud when picking up objects (or for other events). these messages fade away quickly.
Gameplay:
+ player respawns with half health and mana
+ added view and weapon bob, shift, and pivot with variable speeds and intensities based on velocity and synchronized with footsteps
+ added player and ai footsteps with varying sounds for ground types for players
+ added spell charging sound
+ added sounds for fireball and ice spells
+ added ambient rat noises along walls (never positioned behind a wall so you can find your way in total darkness by listening to rats if it comes to it�
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+ added combat sounds for player and ai
+ added death/pain sounds for player and ai
+ added sword hitting stone sound
Config Tweaks:
+ added client cvars for view and weapon bob with the following defaults:
+ bob_intensity_vieworg “0 16 1”
+ bob_intensity_vweporg “0 16 1.2”
+ bob_intensity_viewang “-0.2 1.6 1”
+ bob_intensity_vwepang “5 -12 5”
+ bob_runspeedmultiplier_offset 2
+ bob_runspeedmultiplier_angles 2
Bug Fixes:
+ random sound intervals are now reset when not being checked so that the sound isn't instantly played when checking begins again
+ ai were not building skeleton during death anim making hitting corpses buggy
+ pain sounds now have a min repeat time
– daemon
February 16, 2012 at 8:03 pm #68252Onionman
Member3,000? It looks really good though.
February 27, 2012 at 6:46 pm #68253Onionman
MemberLooks like they've got a new alpha video out. Gotta say it's actually looking pretty good. If they bring multiplayer to this, you can color me interested.
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[flash=560,315]http://www.youtube.com/v/4mS23S4LXJk&feature[/flash]
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