Bardess (beta)/Visual C#/++ Redist

This is a placeholder until I can build a proper website for the game.

Required external files:

XNA Framework 4.0
Visual Studio 2010 Framework (Redistributable)


Jan 21, 2012-  0.5 (complete) version here

Screenshots:

Preparation:

Character selection and item purchasing (with 1 unit/100 enemy dungeon)
Character selection/item purchasing with 6 units and a 400 enemy dungeon
The intro/mode selection screen

Gameplay: 1 2 3 4

Bugs fixed and changes made:

LOS issues
[Expected difficulty is rated from 1-4. 1 is easy, 4 is incredibly difficult]
1) LOS problems with inconsistent blocking of sight (air blocking) (Solved)
2) Some visibility through walls (Edit: Visibility radius still 15m) (Solved)
3) Visible stuff should be distinct to explored stuff (Solved)
4) 'E'xamining should show the target marker but not the range markers, which obscure the data (Solved)

UI issues

5) Healing Song (Makura's lesser technique learned at level 1) still doesn't seem to update the active unit's HP. I wonder why that is. (Solved)
6) Hotkeys need to be next to techs in technique availability (Solved)
7) GTs need their power costs where LT cooldowns are (Solved)
and GTs need to be highlighted red. LTs can be highlighted green. (Solved)
8) More visual representation is needed.
    *Bars for life, stamina and power (Solved, could do a two layered bar)
    *Black or dark grey messagebox with white text (Solved)
    *More/better options with window sizes, for a wide variety of monitors. [Solved unless my testers say otherwise]
9) Find some way to make the mouse usable on the playfield itself, for targeting and one-shot examining [Solved]
10) Items on the character select sheet need descriptions. (Solved)

AI issues:
11) Monsters sometimes get confused between walls, this is exploitable. [SUMTSO]
12) Some monster movement is counterintuitive. This can be exploited by zigzagging. [Solved]

Anything I missed, or anything that needs to be added or revised further will be dealt with in the next minor version.

Older versions:

Jan 16, 2012 - 0.5 peer review candidate here (revision 4, fixing compatibility issues with 64 bit computers)

In this peer review, I'm specifically looking for information on any bugs I may have missed and any balancing changes that need to be done. E-mail me at deepshock no@spam live no.spam com or IM me at deepshock01 on AIM and Yahoo or my E-mail address on MSN. Somethingawful goons with platinum can private message me instead if they so choose.

Minor revisions:

-Set the build to specifically target x86 architecture. This should solve any problems for 64-bit computers.
-Clarified the version number and the nature of the early-version combat demo.
*- Added a detailed help and information menu
*- Eliminated the following bugs:

Terrain showing up under walls
Colored dots
Different-colored levels
Burkhard's pets don't swap places when I try to sidestep them.
Monster stacking in some cases (knockback/rush trigger this.)
Some minor invalidation/refresh bugs regarding the HUD
Some minor timing bugs regarding enemy positions (anyone also at 0 recovery moves if the active unit performs an invalid action)
Enemies don't move after loading from the main menu
Loading from the main menu is buggy, defeat crashes the game with a null reference exception, enemy placement and map layout differs inexplicably.



0.4.20120108 Jan 8, 2012 edit here       

*- AI and overall speed have now improved significantly thanks to proper A* pathing.
*- Enlarged the main part of the field to font size 8 (done)
*- Made it so that dead players are 100% unaffected by anything (One guy managed to find a case where a dead character was a legal target for healing song)
*- Replaced Absorb (gain power when Volcane is hit with magic while doing this) with Invoke (use stamina for the next lesser technique instead of cooldown) for Volcane's unique ability
*- Made Bloodlust so that you gain HP equal to half an opponent's HP when he or she goes down
*- Removed the tech dropdown list, make the 'use tech' button compatible with the current cooldown list
*- Gave more information about items, possibly with a namechange
*- Allowed for sidesteps/displacements if I bump into an ally
*- Color coded character names
*- Allowed immediate feedback after using a tech or item via the mouse and button.
*- Made it so that panels have character/wall data directly in them to minimize 'for' and 'foreach' loop use (Still needs to be thoroughly verified. Causes the side effect of not being able to pass over downed/dead units.)
*- Allowed cancel key in keymapping
*- Allowed OK to autosave in keymapping
*- Fixed stair up/down inconsistencies, any remaining terrain glitches
*- Expanded usable key range
*- Made it so that squares are visible permanently once uncovered, but enemies are not visible, with the view range being 15 for squares at all times, and the greater of 15 and weapon range for enemies in a viewed square
*- Improved LOS, fixed bugs with the uncover() method
*- Allowed the AI to use unique abilities.
*- Included a look command
*- Added file save/load dialog for game saves
*- Changed Mark to also allow one to view a marked enemy even beyond the view range/fog of war. Useful if Burkhard's using the hawkeye.
*- Gave players 10000 Fari (the currency of the game) and a list of items to buy with it before setting out. Then, remove the random items on the ground to compensate.
*- Implemented extra terrain types and rules for them
*- Implemented a new A* system, eschew the botched dotnetperls one

I'm within a few balance patches and debugging sessions of 0.5 now.

0.4.2 Sept 30, 2011 edit here

Changes:
       
·    Implemented a much faster timing system.
·    Moved minibosses (capital letters) to the last four floors of the Caverns al-Azar.
·    Fixed a number of bugs involving techniques, movement, player health state, interface updating, and game win/loss state.
·    Imposed a game-wide rebalance of nearly every mechanical aspect.
·    All AI functionality has been added except for unique abilities.
·    Added a modified version of dotnetperls.com's A* pathing scheme.

Rebalancing:

·    Removed level from HP and base weapon damage calculations. Max HP is now Vitality * 40 instead of Vitality * 20 + Level * 250. Base damage is Combat * 4 instead of Combat * 2 + Level * 25.
·    Level only affects base stat gains and abilities learned.
·    Level 1 Stat range has been narrowed, from 30-70 (+10 per interval) to 40-60 (+5 per interval)
·    Weapon rates of attack have been narrowed: Slow is now 2500/speed instead of 3000/speed, Fast is now 1500/speed instead of 1000/speed.
·    Enemy stats (except for speed) are half of player stats, except for minibosses (capital letters) and the ascendant bard.

0.4.1 (Aug 30, 2011) Rogue Temple announcement revision here

-Wider main form design (with data on each side of the playfield rather than above and below it.
-Loading can be done from the intro form
-Save/Load are menu items rather than buttons on the main form
-Extraneous, unused forms removed from the project
-Fixed dark screen bug where the screen wouldn't show unless a button was pressed.

Visual C#/++ 2010 Redistributable Package here

Screenshots:

1
2
3
4
5


0.4 Beta (August 23, 2011) here

More to follow.