What's new:
- Redesigned the test_dungeon into more of a showcase and/or tutorial for DSB
- Added a few useful importable archetypes to the test_dungeon, like rusting rusters and a quiver
- Added ability to specify a sub-skill when giving an attack method's minimum level
- Tried to clean up the base code pertaining to attack methods in general
- Fixed an incorrect and overly low hp bonus when leveling up
- Fixed combat effectiveness against well-armored monsters being much lower than in DM
- Fixed fear-causing attack methods (war cry etc.) giving less experience than in DM
- Classes and stats that have just gotten a level up are highlighted in green
- Clothes now are worn if possible when automatically put away
- Throwable weapons are placed in a more convenient location when automatically put away
- Added shortcut keys for quickly moving party positions around, invoking attack methods, etc.
- Added shortcut keys for quickly saving and quitting
- Fixed a crash when pressing spellcasting shortcut keys
- Fixed a glitch where recently grouped monsters will be left without a boss and do nothing
- Fixed a glitch where monsters would not randomly move around when they were supposed to
- Added "pounces" flag to monsters to allow them to make a quick attack after moving
- Fixed a lot of general object properties that were incorrect
- Fixed a graphics definition problem in the base code with turquoise locks
- Fixed an oversight in the engine causing torches to burn out twice as fast
- Fixed some objects not fitting into locations they did fit into in DM
- Made it harder to walk into your own thrown projectiles
- Added "probability" arch to trigger events only when a certain random chance is met
- Added "item_action" arch to perform various (maybe) useful actions on items
- Can now use opby object as a target for qswapper arch
- Fixed opby_party_carry glitching when you pick up the object while standing on the trigger
- Made Ya potions create a spellshield, not a basic magical shield
- Smoothed out the curve for power reduction of shields cast on top of existing shields
- Slightly decreased chances of a foot injury when falling down a pit
- Added clone_arch helper function for designers to easily expand standard archetypes
- Added regen_mana_boost to ch_exvars to allow for magic items that increase mana regen
- Changed parameter order of failed_attack and failed_attack_idle to be more consistent
- Fixed a typo in naming a monster AI function, danger_evalulate is now danger_evaluate
- Saved game slot names now remember their previous entry
Download it here
DSB Version 0.41
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Re: DSB Version 0.41
The Lua scripts are easy to edit, but there seems to be a "core" too, that can't be altered. How much, and what kind of functionality is in this core? How portable is this core code?
I'm asking because I wonder if it makes sense to develop my own Dugoma code any further, or if I'm better off to use an engine like DSB and make a game with that.
I'm asking because I wonder if it makes sense to develop my own Dugoma code any further, or if I'm better off to use an engine like DSB and make a game with that.
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Re: DSB Version 0.41
The "core" functionality consists largely of the renderer, handling input, delivering messages, and whatnot. I think everything related to actual game play has been moved out into the Lua code, and I'm always willing to listen to requests on how to make things more customizable or open.Hajo wrote:The Lua scripts are easy to edit, but there seems to be a "core" too, that can't be altered. How much, and what kind of functionality is in this core? How portable is this core code?
Well, obviously, the only way that you'd get it 100% to your liking is to do it completely yourself, but I've done a lot of the dirty work already in DSB and I would of course encourage you to take a look at it and see if it wouldn't suit what you were trying to do. If not, as before, I'm receptive to input.Hajo wrote:I'm asking because I wonder if it makes sense to develop my own Dugoma code any further, or if I'm better off to use an engine like DSB and make a game with that.

Re: DSB Version 0.41
Finally had time to test 0.41 ! It works fine, the test dungeon is quite neat and I like all the additions.
Now I'll have to find time to work on my own dsb stuff...
Now I'll have to find time to work on my own dsb stuff...

What Is Your Quest ?