Posted September 21, 2023 by SuperSnivy
In case you thought this was dead... it wasn't. It's just that I wanted to get through a major milestone for the game before proceeding with literally anything else. And it took me over a month to figure out how to begin with it, but here it is.
By all ends and purposes, this release is fairly minor, save for one thing.
But now that that "one thing" is done, you can expect further releases in a faster pace. Refactorings of existing features, as well as including more programmability (in the form of more Effects, adding Flags and Action Execution Conditions) are being considered.
Changes:
THIS is the big change that took so long to make. Now you no longer have to manually edit the Dungeon JSON file to make changes to your Dungeon. Now you have a completely visual application that handles everything in a more user-friendly way.
This Dungeon Editor includes the previously-standalone Validator as a feature. Please use it, especially since it's in its infancy and thus can carry UI bugs and points where the accessibility or UX could be better. Don't be afraid to point them out.
OnAttackActions
whatsoever. In that case, they will just refuse to move. Before this, the game would just crash.
PossibleMonsters
with the same ClassId
, as long as at least one of the other entry properties is different. For example, you can have the same NPC have higher odds to spawn at one level than on another, or prevent an NPC spawn at the first turn with a certain level.
Due to the release of the Dungeon Editor, the standalone Dungeon Validator has been... "decommissioned", removed from this release's packages and will get no further support.
As a result, the Console Client and Server Installers now include the Dungeon Editor rather than the Dungeon Validator.
Dungeon JSONs from v1.3.0 and v1.3.1 are still compatible.
More information at https://github.com/Shiigu/RogueCustoms/