Forums

Submitted by quest on Wed, 2006-03-08 16:36.

At the suggestion of a tester I've setup some discussions forums for HQO - bug reporting, ideas, development updates. I suspect like most forums it'll end up with about 5 users and 10 posts - but heh :)

I will continue to post progress here, at Old Scratch's Heroquest Forums and on JGO should I ever get back into posting there again.

Forums are here

( categories: Heroquest )

New Version Available

Submitted by quest on Wed, 2006-03-08 07:55.

I've just uploaded a new version. This time I've rearranged the jars a bit (its needed doing for a while) - so this'll probably mean big downloads (since they've beeen renamed). I hoping this means I wouldn't need to upload massive amounts for a while.

In this version:

- Trap Support
- Disarm Support
- Secret Door Support
- Lots of bugs fixed
- Can now use numbers to select characters
- Pop-up menus for artefacts on levels
- Lighting

Remember that only the first quest (The Trial) is actually meant to work at the moment. I've added a pit trap and chest in the first room for testing purposes.

( categories: Heroquest )

More Traps

Submitted by quest on Wed, 2006-03-08 06:46.

More trap related excitement this evening. I've just added disarming (if you're the dwarf its free, otherwise you need a toolkit). I've also added a bunch of scripting elements into the XML map dialect.

So, my current test runs likes this:

1) Walk to chest
2) Search chest - get hit by trap (3 damage - defined in XML)
3) Search chest - find toolit and 100 gold (woot! - scripted also)
4) Search room for traps => discover pit trap in the corner
5) Attempt to disarm the pit-trap with the newly found toolkit.

Is that right? Is there something wrong with this flow? Let me know! :)

( categories: Heroquest )

Traps!

Submitted by quest on Mon, 2006-03-06 07:46.

A productive evening. I've just added the trap framework and implemented the 3 traps from the base HQ game. Spear Traps - which fire when you walk on them but can be dodge if you get luck, Pit Traps - that you fall in and get hurt but can get back out and Falling Block traps - crushing you and blocking off areas of the map. They all work, and they all kill! You can even jump spear and pit traps after they've been detected.

Of course - you can't actually search for traps yet so the only way to find them is to spring them :).

Trap arn't in the download yet so its not worth trying to grab it yet. Once the full trap implementation is in (detecting and furniture traps) I'll upload.

Finally, tonight I also change the activation of artefact/furniture in the game to a little pop-up menu. This is in preperation for the ability to both open and disarm chests (i.e. multiple selection required). It looks pretty neat!

[Screenshots of everything coming soon]

( categories: Heroquest )

Lighitng

Submitted by quest on Sat, 2006-03-04 18:29.

Well, I've just added lighting only to find that all the models have had their normals stripped during the conversion from .mdx to .md3.

Luckily a developer friend pointed out NPhernos MD3 Compiler which allowed me to build a nice new set of normals for each model.

The downside for anyone trying this game out is they now need to re-download all the models. Thats ~8meg.

( categories: Heroquest )

Heroquest Online

Submitted by quest on Fri, 2006-03-03 19:33.

HeroQuest was a classic game board game release by MB and played by thousands of people during the 80's, 90's. It still has a following today.

This site documents the development of a computer version of the game.

( categories: Heroquest )
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