Teaser

Something new is on the way!

like rogue teaserThat is all :)

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Attack Template Prototyping – Dust Devil

One feature I wanted in Assault Fish that got dropped in the time crunch was area effects based on a template. I’ve been working with a little prototyping engine without a game attached to see if they’ll work as a general turn-based grid-based mechanic feature.

spark burst overlay prototypeSo far things are going well. The code for the above template is encoded string arrays for now:

I have the renderer set up so that it rotates around the character in the four cardinal directions as well. It only does the four cardinals because anything off-line from them is awkward when going from a grid template. Part of the original game design was to have only 4-way cardinal movement so this rotation fits with that general theme.

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Assault Fish + Java 8

With the official release of Java 8, I’m updating the running requirements for Assault Fish to be Java 8.

This fixes some issues people were having with javafx artifacts not being on their classpath properly. If you have the Java 7 or 8 JDK, you shouldn’t need to worry about it though.

Get the Jave 8 JRE here: http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html

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Assault Fish 1.6 – 7dRL Bug Fixes Extravangansa!

Today’s hint is…

This might be useful during the game:

assault fish elementsLuckily you can see it by hitting the HELP in the lower right corner!

In this release, several bugs were fixed which should now make every game theoretically winnable. The bugs fixed largely center around invalid positions of the enemies, sometimes not seeming to die or sometimes not interacting properly with the terrain. It turns out it’s all because they weren’t where they thought they were on the map… they were ghost elementals the whole time!

Get the newest version here: AssaultFish_1.6

This version does not have any feature additions from the 7dRL version (with the exception of keyboard movement) and only fixes critical bugs.

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