Ananias Roguelike 1.78 released. Bigger rooms, more animations, keyboard commands and more!

Another awesome update is available! This one was delayed a bit by issues with my main dev macbook laptop, which decided to stop working properly and I haven’t been able to fix completely even after using all the spells I know. At least I now have a legit excuse for not releasing the iOS version 🙂
  • Standard Edition
  • Fellowship Edition

I also did an initial full pixel-art version of the new trailer, since my macbook is no longer operational (I’m not even sure the current work on the trailer is safe), that will take a little bit more.I intend again for this version to be the final way feature wise for the release on iOS and Steam. But that doesn’t mean much… I have had the same intent for about a year.Check the full changes log below!

entrance
The entrance to the Temple of Ananias
test
Bigger rooms
password2
Resetting password via email

User Experience

  • Animation for player!
  • Add dungeon entrance
  • Make monsters and player shake when hit
  • Replace integrity with description for weapons and armor
  • Allow moving by tapping any floor tile
  • Allow switching weapons using Tab
  • Allow throwing items with keyboard (“T”)
  • Allow switching targets (Tab) and confirming (Enter) or cancelling actions(Esc) with keyboard.
  • Reduce 1 minute of dungeon silence

Online

  • Allow recovering password via email

Gameplay

  • Implement two handed weapons (Can’t wear shield at the same time)
  • Add two handed bonus for some weapons. (Staffs, spears, etc)
  • Increase size of rooms
  • Generate rocks and reagents as a separate item group (more reagents to play with)
  • Multiple types of room per level
  • Remove “No spells used” Conduct when using a scroll
  • Remove “Could use carbine” “skill”
  • Make altars and wells not block ranged attacks

Fixes

  • Always hit with melee wands if wand expert
  • Invisible invisible player sprite
  • Enemy attack check for required min range
  • Tweaks on 2.5D walls generation.
  • Add new monster images on manual
  • Fix issue with boots ground sprites

Enhanced process for hybrid apps

Some months ago I wrote about the pain that it was to create a new build, I’d like to update that with my current setup which is much better tho not still super optimal.

I have reduced the manual steps prone to failure as well as the bandwidth cost. The release and announcement part is still manual tho, so I still don’t to release for all platforms and forget to announce thru all channels.

The cocoon.io parts have been removed in favor of a pure Cordova/Crosswalk approach, which have made possible lots of automatisation.

Still, what takes more time is the manual process to be done for each different storefront via its own web interface. Each one requires different info, and all uploads have to be started and monitored manually. It’s pretty uncommon for a store to supply a command line tool.

This is the current process executed for each new release of Ananias:

Packaging

  • Mark the new version in the source code (client and server)
  • Execute the packaging script for each platform, it does the following:
    • Generate a new JS bundle using browserify
    • Generate the player’s manual
    • Copy the required assets based on the platform
    • Do platform specific things like using cordova/crosswalk, nw.js, signing and zipaligning APKs, etc.
    • These are currently shell scripts, no fancy gulp or grunt for now
  • Rename and zip the executable packages for Windows, Mac and Linux (Should add this to the script)
  • Execute the cordova build for iOS
  • Build changes log from git commit messages

Distribution

  • Upload new build to web (ananiasgame.com/play) (About 15MB) (Only Standard edition)
  • Deploy new server version and restart (About 1MB) (including executing migration database scripts)
  • Upload to itch.io via web interface (About 200MB )
  • Sign in to google play developers console
  • Summarize change log for Google Play
  • Upload both x86 and arm APKs (About 100 MB)
  • Upload both APKs to Amazon via web interface (About 100MB)
  • Upload to indiegamestand via web interface (About 200MB)
  • Upload to gamejolt via web interface (About 200MB) (Only Standard Edition)
  • Upload to IndieDB via web interface (About 200MB) (Only Standard Edition)
  • Open xcarchive in xcode organizer
  • Submit package to App Store
  • Wait for processing
  • Go to iTunes Connect
  • Go to Testflight / External Testing
  • Select new build to test
  • Wait for beta review
  • Go back to Testflight / External Testing
  • Set the new build as active.

The process should be executed twice, once for the Standard Edition and then again for the Fellowship edition.

The dream of having a single web endpoint, and have all the clients deal with the updating is still far from happening.

 

Ananias 1.77 released – Animations for monsters, portrait mode back

The changelog may look small, but a lot of work went into this one. I decided to jump into it, put on the pixel artist hat and make the animations for monsters myself… the game looks much more alive now! The last version was also a bit too easy, so I had to address that. Finally, attack spells are much much cheaper now, so I hope the magic-user classes are more powerful now.

nov-07-2016-0227

Another visible change is the return of the “Portrait” mode for mobile, it seems a lot of people liked it, since it allows seeing the map and the object inspector all the time, and it can be used with a single hand. I still like more the more compact Chibi UI, but I understand it’s a valid choice if your screen is big enough!

screen-shot-2016-11-07-at-1-17-13-pm

 

Gameplay

  • Reduce MP costs for spells GREATLY.
  • Remove intrinsic “noise” penalty for Paladin and Barbarian
  • Reduce chance of enemies alerting nearby monsters
  • Reduce strength of alerts by enemies (their cries for help now reach less rooms)
  • Increase HP for deep enemies and bosses
  • Add more enemies per floor on deep floors

User Experience

  • Idle animations for all enemies and monsters!
  • Added back portrait mode for mobile

Bugfixes

  • Fix crash when using brewed potions while hallucinating
  • Fix issue with some actions breaking the flow when on chemistry mode

Steam and iOS versions

I keep shortening the list in order to make this happen more quickly. Right now it’s down to two items:

  • Idle animation for player. This isn’t simple since it requires building the animation frames dynamically based on what the player is wearing.
  • A new trailer, I will remove the animation sequence and replace it all with pixel art footage from the game.

Merchandise

Production of Dumeril statues and the new t-shirts is still halted. I haven’t been able to push neither of these forward, I’m investing whatever little time I have directly into the game development.

The Kramora Times #4 – Ananias 1.76 released

TL;DR – Get the new version from Play Storeitch.io or play online

This is the fourth edition of The Kramora Times, you favorite and more reliable source for all Ananias-related information. You can now subscribe to receive this newsletter in your email too!

Ananias Version 1.76 released!

It’s been over two months since the last release of Ananias. I had set myself the goal of the next version going straight into Steam.

Alas, I have to change plans again… I jumped into some projects and I don’t feel I can handle the workload of the release and all that is related to it while responding to these other projects responsibly.

screen-shot-2016-10-01-at-12-09-39-am

However, I have to say this is very close to the scope I have planned for Steam. May be next version will finally be it? I have been saying this for months now.

screen-shot-2016-10-01-at-12-07-38-am
Conduct Tracking

There were some important internal changes, specially in the packaging system (Using Cordova and Crosswalk without passing thru cocoon.io for much quicker development and release). They are likely to break things so I hope players are patient.

I also added an in-game manual (also accessible from the website, here). Bits of it are generated directly from the game source code, in order to keep it up to date! The wiki was also updated, with data generated from the game.

screen-shot-2016-10-01-at-12-04-58-am
Sample of the manual 

Another big thing is that you can now also generate tombstones for your characters and share them with your friends. See this one for example!

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So, with all the work that went into this one,  and given that I won’t be able to work back on the game for the following one or two months, I’m releasing this version. Check out the list of exciting changes below!!

Gameplay

  • Allow unloading weapons
  • Add conduct tracking:
    • No scrolls used
    • No spells used
    • No potions used
    • No bandages used
    • No weapons used
    • No armor used
    • No kills
    • No room unexplored
  • Add Zinc potion to recover from paralysis, blind, confusion and hallucination
  • Grant upgrade bonuses if 100% level explored
  • Make deep level enemies stronger
  • Tweaks on fleeing AI
  • Add Sir Glenn NPC, guaranteed crossbow at level 7

Social

  • Generate tombstone page with player info on death
  • Allow sharing tombstone page on twitter and facebook

User Experience

  • Add in-game manual you can check anytime, including bestiary
  • Change UX for mixing reagents
  • Play random dungeon music instead of tied to level
  • Remove Dungeon Crawl Stone Soup title
  • Make better use of space in dialogs in small screens
  • Prevent unselecting pet when cycling thru shepherd
  • Added extended title theme
  • Add option to Exit Game on desktop
  • Show stats when dying or winning
  • Show level summary on completion
  • Mouse movement in desktop with invisible arrows

Bugfixes

  • Prevent issue when throwing potions only 1 shot spent
  • Prevent keyboard actions when modal dialog present

Other

  • Generate manual and wiki text automatically
  • Added build scripts for web, android and desktop, including different level of audio quality.

    Steam Version

    Pending things for the release:

    • Detailed GFX for weapons and armor. May be important, not sure if I’ll be able to get an artist for it.
    • Adding more plot and may be even random stories. After talking with Thomas Biskup on the Roguelike celebration, I have reconsidered this and I think I should invest a bit on it.
    • Stealth mechanics, make it so that monsters not always notice players (add fov) may be even add fov for players?
    • Berserk tactics, extreme attack bonus when naked for some classes.

    Also pending for this is the new trailer, preparing promotional material and setting up a Thunderclap campaign (probably). All these will require money so I hope I can get support for it from the hardcore Ananias believers!

      Roguelike Celebration 2016 – A missed chance?

      As described on a previous post, I went to this unique event on San Francisco last month. It was a great chance to meet roguelike developers and players.

      Sadly, I missed this chance to promote the game in what was possibly the best targeted event in the world for Ananias’ potential players. I should have brought some info about it or pitched the game more… however time was pretty short, and I’m glad I got to share time with the amazing devs there at least.

      Dumeril Sage statues: production halted 

      There have been some issues with the production of the Dumeril Sage statues… the process is just too hard for me to handle, I don’t have a partner who can take of all of it to deliver finished products and at a good pace. May be it’s not time yet for this. At least I have managed to deliver some of the statues to people I really esteem and I hope they are enjoying them.

      The latest batch of statues, no flame, no staff, sometime they’ll be complete

      An alternative I’m considering is having smaller statues and using 3d printing instead. It’s a bit expensive but may be much easier to handle.

      For the t-shirts I am thinking on having an alternate design that can be printed on higher quality shirts (more durable). Thanks to all who already pre-ordered for your patience, I’m hoping to deliver a good quality product.

      Roguelike Celebration 2016 San Francisco

      Last September 17 the first ever “Roguelike Celebration” was held in San Francisco, California. Over 200 roguelike-likers and developers from all around the world met on a day-long journey to celebrate roguelikes.

      roguelikers
      Most of the speakers and organizers (I *totally* didn’t paste a pic of myself in the back row)

      There were 18 main talks plus some other fun roguelike-related events. They were all recorded and you can find them over the Roguelike Celebration YouTube channel.

      My talk, “Get your game done: Experiences through the development of 13 roguelikes” was pretty well received. There were two parallel tracks for talks so I shared my time slot with the developers of Dwarf Fortress! even then I had a decent audience of people, some of which told me they found it useful. You can find the slides here

      This event was a great opportunity to get more people to know about Ananias!

      As usual, I missed the opportunity… forgot to bring any kind of informational material or merchandise, didn’t even print a page with the game website URL… At least Glenn Wichman, one of the creators of Rogue, mentioned my game as his favorite roguelike during the event’s main talk 🙂

      An exciting part for me was finally having a chance to meet people from far regions of the world with whom I have shared this passion for so long…

      20160917_103840
      David Craddock interviews the three developers of the original unix rogue: Michael Toy, Glenn Wichman and Ken Arnold.
      20160917_151401
      Tarn and Zach Adams, developers of Dwarf Fortress
      20160917_130158
      Having lunch with the devs of Unix Rogue and ADOM
      celebration
      My talk about getting roguelikes done
      biskup
      Thomas “The creator” Biskup, ADOM developer. Someone I have wanted to meet in person for years

      cogmind

      Josh Ge, developer of Cogmind

      rogue
      Rogue for AtariST with its developer, Glenn Wichman!
      david
      David Craddock, author of Dungeon Hacks and many other videogame books. 

      Some other awesome people which unfortunately I didn’t get to interact much with, hopefully next time:

      • Nick Montfort – Author of Twisty Little Passages
      • Brian Walker – Developer of Brogue
      • Nicholas Feinberg – Developer of Dungeon Crawl: Stone Soup
      • Zack Johnson – Creator of Kingdom of Loathing
      • Jason Grinblat – Designer of Caves of Qud
      • Kate Compton – Creator of Tracery and loads of generative art
      • Jim Shepard – Creator of Dungeonmans
      • Drew Streib – Operator of NAO
      • George Moromisato – Creator of Transcendence
      • Alexei Pepers – Presenting academic research on accessibility and Nethack
      • Erik Osheim & Robert Au – Members of the Angband dev team

      Looking forward for the next Roguelike Celebration!

      The Kramora Times #3 – Ananias 1.75 released!

      This is the third edition of The Kramora Times, you favorite and more reliable source for all Ananias-related information. You can now subscribe to receive this newsletter in your email too!

      Ananias Version 1.75 released!

      It’s been two months since the last release! We are yet one step closer to Steam and iOS. Almost there. Thanks to all the testers who checked the RC versions, it was very helpful!

      1.75

      Gameplay

      • Add about 77 new weapon types
      • New reloading mechanics for bows (Can only load one arrow at a time, quick reloading by passing turn). Also applies for new ranged weapon types (crossbows and slings).
      • Add Dagger, Whip, Scythe, Sling, Crossbow weapon types
      • Prevent wand and liquid ammo from being parried
      • Change starting equipment for Hunter (bow and sword)
      • Add item modifiers (Fire and Smite Undead)
      • Make most classes start with a befriend monster spell
      • Give evolve potion on level 5
      • Allow throwing pebbles
      • Change number of enemies per level (independent of depth)
      • Force enemies to load weapons if needed

      User Experience

      • Add keyboard command to toogle inventory
      • Allow continuous keyboard movement
      • Don’t show running indicator if cannot use running skills
      • Prevent minimap from getting on the gameplay area
      • Enhance select target message

      Plans for the future

      I continue getting close to the Steam and iOS release. This is the status of the same items I talked about on Kramora Times # 2

      Adding more items

      The lack of graphics for the detailed views of all items has prevent me from adding all of them. I have decided I won’t let that stop me, so for the items for which I don’t have a zoomed graphic, I’ll just use the normal “paperdoll” graphic. It may be won’t look very professional at first, but in time I might get the resources to add these missing graphics.

      Done! I added the weapons… still wish I had zoomed/detailed graphics for all of them, hope if I’ll be able to get them before the next version?

      I have been thinking on adding a bit more to the plot / story. Still haven’t thought on the details. I’ve made up some sparse bits of lore, so may be I can use that as a starting point for the world. As for the player experience inside the game, I may include some recurring characters with semi-random events. Again, still haven’t thought it out.

      No advancement here.

      The game is clearly not meant to be played using the keyboard now. There’s a rudimentary support for movement but it’s pretty slow. Also, there are no keyboard shortcuts neither support for the menus or inventory.

      I think I’m done for keyboard, at least for the initial Steam release, the game will be played with keyboard for movement (already works now) and mouse for the menus and targeting.

      If I go on to support consoles in the future, I’d had to work further on this so that mouse is not needed at all. No easy task!

      • Allow sneaking past enemies if you are stealthy: Monsters won’t always notice you when you step into the room.
      • Shareable character dead page including conducts
      • Enhance the crafting system
      • Unique (active) skills per class
      • Add Berserk Tactics

      Still pending and still planned.

      Comic Con Medellin 2016

      Thanks again to Gamers and Geeks, I was able to have a small spot at Comic Con Colombia 2016, along with some other Indie Devs from Medellin!

      anacomi

      Lots of people got to play the game, and we also had some merchandise (shirts and stickers) which people liked quite a lot. I still gotta put on the official online store on the website.

      comimerc

      Dumeril Sage Statues

      Still haven’t managed to push forward the development of these. It’s been a busy month! We will have about 4 new pieces available by the end of week. I’ll be doing these by request from the online store, soon!

      paint

      itch.io summer sale and more

      We had a summer sale over itch.io from June 24 to July 8 with a 50% discount. Thanks to all who contributed, every dollar counts towards finishing the game in an awesome way!

      summerSale

      I also updated the itch.io page for Ananias so it looks a bit better now, I think the platform has evolved quite a bit since I first submitted the game there 🙂

      New trailer

      Sadly no advancement on this! I discussed some ideas with the artists but have failed to create the script for it so there’s little advancement.

       

      The Kramora Times # 2 – Ananias 1.74 released

      This is the second edition of The Kramora Times, you favorite and more reliable source for all Ananias-related information.

      Version 1.74 released

      As usual, lots of changes. Take a look!

      1.74.1

      Gameplay

      • Add shields, can use them to block attacks in combat but they prevent using Agressive tactics (Except for Paladin). Also heavy shields can make you encumbered.
      • Add arms, legs and foot armor slots. You can wear armor or clothing to protect these body parts or make your character look cool.
      • Implement encumbered penalty: All classes can try to wear all armor and shields, but may become encumbered and lose a turn on battle.
      • Nerf paladin starting equipment.
      • Add starting spells.
      • Add a LOT of new items (shields, armwear, legwear, boots, clothing and armor).

      Level Generation

      • Add graveyard and forge rooms: Tobs and Furnances only show in these, also graveyard has dirt floor.
      • Add irregular rooms to Temple
      • Add regular rooms to cave levels, as well as libraries, graveyards and forges.

      User Experience

      • Add message stacking for readability (this prevents them from overlapping).
      • Black shadow on messages for readability on levels with bright terrain.
      • Make some messages “static” instead of floating, so they don’t overlap with the floating ones, for readability.
      • Instant movement on safe rooms, so you can move quickly using the keyboard specially.
      • Preselect target for spells or items.
      • Activate attack messages for enemies.
      • Change Tomb descriptions.
      • Shorten time for magic attacks animations.
      • Add fade out for monster death.

      Mobile UX

      • Full size scrolls and dialogs
      • Remove hints of invisible enemies
      • Change inventory screen appearance.
      • Add toogleable spells/skills row shown on main screen.

      Desktop UX

      • Remove movement arrows.

      Plans for the future

      I am getting close to the Steam and iOS release; I really want to finish this cycle of development so I can focus on marketing and developing other projects.

      This is the status of the same items I talked about on Kramora Times # 1

      Adding more items

      The lack of graphics for the detailed views of all items has prevent me from adding all of them. I have decided I won’t let that stop me, so for the items for which I don’t have a zoomed graphic, I’ll just use the normal “paperdoll” graphic. It may be won’t look very professional at first, but in time I might get the resources to add these missing graphics.

      Almost done! Only missing thing is adding the different weapons; armor/clothing, shields, boots and gloves (and leg-wear in addition) have been added with their new corresponding equipment slots.

      I have been thinking on adding a bit more to the plot / story. Still haven’t thought on the details. I’ve made up some sparse bits of lore, so may be I can use that as a starting point for the world. As for the player experience inside the game, I may include some recurring characters with semi-random events. Again, still haven’t thought it out.

      Not much has been done here, however the development of this year’s 7DRL (Rise of Kramora) has given me some ideas for a better back plot.

      The game is clearly not meant to be played using the keyboard now. There’s a rudimentary support for movement but it’s pretty slow. Also, there are no keyboard shortcuts neither support for the menus or inventory.

      Some advancement here: Keyboard based movement is now much faster. Still gotta add support for the rest of things. Gamepad support hasn’t been added yet.

      • Allow sneaking past enemies if you are stealthy: Monsters won’t always notice you when you step into the room.
      • Shareable character dead page including conducts
      • Enhance the crafting system
      • Unique (active) skills per class

      Still pending and still planned.

      Allow changing tactics (Defensive / Balanced / Offensive / Berserk)

       

      Berserk not yet implemented!

      Indie Maker Medellin event

      13083190_10153309278807563_6697468613424543812_n

      I was at a local Indie Game Developer event in my hometown (Medellin), organized by Gamers and Geeks in Centro Comercial Monterrey.

      Lots of people got to play the game and there were some prizes for the more popular games. Ananias didn’t win, but in reality I had a different set of goals in mind… (insert evil laughter here)

      • Examine how people interacted with the game to enhance the desktop experience.
      • Crowdsource testing for the latest version to find and destroy bugs.
      • Get more people to know the game.

      It was a pretty successful event, there’s a possibility to join the organizers on a stand for the upcoming local ComicCon.

      13095984_10153309278562563_7500270950317084610_n

      Ananias Statues

      13161886_10153326041032563_2399389413330904058_o

      The production of the first batch of Dumeril Sage statues isn’t yet finished; we have made some advancements tho, and I even managed to deliver a couple of them in my latest trip to the Northern American Empire. We have redesigned the box so it’s more sturdy now, and all we are missing are the definitive bases for the figures.

      I still don’t know if we are going to make more of these; our options for distribution are quite limited, but we will only know once we sit down to sum all costs and project the costs for the future.

      Potential new trailer

      As the Steam and iOS releases draw near, I have been thinking on the possibility of remaking the trailer to something darker and more exciting. I have already contacted one of three possible alternatives to make it. It’s quite likely it should be ready for the next Kramora Times.

      itch.io week and Ananias Community

      itch.io is currently the main storefront for the Desktop versions of Ananias; right now they “decided to spend an entire week celebrating what itch.io stands for and the people who use it.”. It’s a great platform so I invite you to go there and celebrate!

      I have also activated their community feature, so if you have an itch.io account you can now share your stories with fellow adventurers here

      A better build and deploy process for hybrid apps?

      The current build and deploy process for Ananias takes a lot of time and requires lots of focus and bandwidth. Everything is done manually (and is thus prone to errors). Most of times I just can’t afford to release for all platforms, and I forget to announce thru all channels.

      The cocoon.io parts are a bit cumbersome since they don’t have a CLI and it requires some back and forth, while also adding a dependency to an online service (for how long is it going to work?) I’m going to experiment with some native crosswalk builds to see if that step can be saved.

      But probably what takes more time is the manual process to be done for each different storefront via its own web interface. Each one requires different info, and all uploads have to be started and monitored manually. It’s pretty uncommon for a store to supply a command line tool.

      May be I should automatize parts of this? Someday I may do that, in any case it’d simplify packaging but wouldn’t make distribution any easier.

      This is the current process executed for each new release of Ananias:

      • Mark the new version in the source code (client and server)
      • Generate a new JS bundle using browserify
      • Upload new build to web (ananiasgame.com/play) (About 15MB) (Only Standard edition)
      • Deploy new server version and restart (About 1MB) (including executing migration database scripts)
      • Use nwbuild to generate the executable packages for Windows, Mac and Linux
      • Rename the directories and zip them
      • Upload to itch.io via web interface (About 200MB )
      • Zip web directory
      • Update config on cocoon.io for next version
      • Upload web directory to cocoon.io (About 15MB)
      • Hit the build button on cocoon.io, wait for build to finish
      • Download APK packages from cocoon.io (About 150 MB)
      • Unzip package, copy release APKs (one per architecture, x86+arm7) to APK directory
      • Run script to sign and align APKs
      • Sign in to google play developers console
      • Upload both APK (About 100 MB)
      • Build change log from git commit messages
      • Summarize change log for Google Play
      • Upload both APKs to Amazon via web interface (About 100MB)
      • Upload to indiegamestand via web interface (About 200MB)
      • Upload to gamejolt via web interface (About 200MB) (Only Standard Edition)
      • Upload to IndieDB via web interface (About 200MB) (Only Standard Edition)
      • Set cocoon.io for iOS builds
      • Hit the build button, wait for build to finish
      • Download xcarchive (About 50MB)
      • Open xcarchive in xcode organizer
      • Submit to App Store
      • Wait for processing
      • Go to iTunes Connect
      • Go to Testflight / External Testing
      • Select new build to test
      • Wait for beta review
      • Go back to Testflight / External Testing
      • Set the new build as active.

      The process should be executed twice, once for the Standard Edition and then again for the Fellowship edition.

      THIS IS A LOT OF WORK. WHY CAN’T IT BE SIMPLER? This process takes out HOURS (Not exaggerating) of valuable and scarce development time for an Indie dev.

      Why can’t I just simply update a single web endpoint, and have all the clients deal with the updating? they have to deal with it anyways, they just have to do it with their own, different store.

      Also, the game is already multiplatform, if your platform has an HTML5 browser, like all modern platforms, you can play the game (Yes, you can even play the game on a PS4), then why go through all this?

      I understand the advantages of having a downloaded app… people wants to feel they own the app, and they want to play their games while offline or in poor network conditions.

      It would be awesome if the app could automatically check and download the updated scripts and required assets. This is not a new idea… some people has already tried but there are some obstacles:

      • Both Play Store and the AppStore are not very clear about their support of this model. You may be risking your app being taken down for not complying with the terms of service. They are also not MEANT to work like this, so you are always fighting against their nature.
      • For in-dev games, the player wouldn’t be notified a new version exists unless he runs the game or you implement some kind of push notifications.
      • The system has to work perfectly, if it doesn’t then your players will be stuck with an old version, or will be unable to play offline, or will end up with a malfunctioning app.
      • Another thing to consider is that this would prevent players from updating the web runtime in which the game runs, although I guess that may be fixed via a normal update.
      • If the player uninstalls the app or erases its data cache, they will have to redownload all assets.

      There is a cordova plugin (cordova-app-loader) which adds support for “hot updates”. It seems to work but has some issues (based on what people reports). I don’t know of any similar tool for node-webkit / NW.js, I guess it’d have to be done manually.

      Any thoughts?

      Ananias 1.73 released!

      Well, it’s been a long time!

      This versions comes packed with heaps of bugfixes, UX enhancements and even new features.

      Getting closer every time to the Steam and iOS release!

       

      Screen Shot 2016-04-15 at 10.39.59 PM

      New Feature – Tactics

      • Allow changing tactics: Offensive, Balanced and Defensive, with effects on hit and evade chance, damage and defense.
      • Add tactic bonuses by class.
      • Better commands for pets  (Attack, Stay, Retreat). They obey orders based on their tame factor and the tame skills of player

      Gameplay

      • Magic expertise (being able to cast spells safely) is now determined based on magic power.

      UX

      • Show full spell description on desktop
      • Position of confirm and cancel buttons on Desktop
      • Increase dialog size on Desktop and Tablet
      • Show hit location before damage
      • Fix scroll description for iliterate
      • Add Don Tomás Knight of Darkness
      • Show the inspected sprite instead of the player when examining something
      • Add support for reading books
      • Add books by David Williams, Adam Ring and Stephanie Barish
      • Show player Lukas, and show player stats on Chibi
      • Add tiny minimap for Mobile UI
      • Show dialog background for inspector on CHIBI instead of scroll
      • Add wall books only to library rooms
      • Add WAXD + QEZC movement
      • New pixel art logo, adjust title screens for new logo (including modal title for Chibi)
      • Simplify HUD messages
      • Enable back NPCs with a new conversation model
      • Add Adra Ming NPC, including replacing the evolve potion generation with the NPC giving it to player.
      • Relayout title screen for tablet

      Internationalization

      • Add first bundle for Russian

      Technical

      • Ensure min tween time with delay, use it on quick movement
      • Allow sending debug tips to the devteam.
      • Enhance debug info including stack trace and newlines.
      • Try to prevent several reported critical errors.
      • Try to prevent issue with sound being removed from cache by the time Cache.decodedSound hits on phaser.
      • Monster AI refactor based on intents.

       Bugs

      • Repair weapon scrolls validation
      • Magic expert check
      • Incorrect sprite for column when examining
      • Prevent blue blink form stopping before time.
      • Fix humanoid check for monsters.
      • Fix max carry value.
      • Keep track of the lost pet and remove petAway attribute when killed
      • Don’t add skeletons when droping items on the rooms
      • Prevent issue with invalid SFX ‘slash’ when cutting
      • Prevent crash when playing invalid SFX
      • Prevent paralysis using equipment or intrinsics.
      • Allow Guard AI to attack after damaged
      • Remove scroll from room when used
      • Enable player action for depth > 24
      • Fix Ring of Ananias appearance issues
      • Prevent keyboard movement while on the “Now entering” and “Select Upgrade” screens
      • Prevent issues with back button on menu, fix issues with in-game check
      • Prevent issue when using keyboard outside game.
      • Prevent taming monsters which are charmResistant.
      • Fix linespacing issue for status ailments and apply to all text objects
      • Make room max 6×8 for all layouts to prevent issues when changing layouts
      • Prevent pet away status from sticking after new level

       

      The Kramora Times # 1 – Ananias 1.72 released, plans for the future

      20160127_152146Wow, it’s been almost two months! I was finally able to finish some projects I was working on, and work back on this.

      This version is still missing the unique active skills per class. I have also been thinking on some other facets I will be working on for the 2.0 version:

      Adding more items

      The lack of graphics for the detailed views of all items has prevent me from adding all of them. I have decided I won’t let that stop me, so for the items for which I don’t have a zoomed graphic, I’ll just use the normal “paperdoll” graphic. It may be won’t look very professional at first, but in time I might get the resources to add these missing graphics.

      Having said that, the new items would be:

      • Armor and Clothing: These are super important for both the user experience and to allow more variations in combat.
      • Weapons: Yes, I have a lot of new different weapons I’d like to add. (Including claws. whips and giant hammers.)
      • Shields: I’ll add them as items you can pick up and wear, some classes will be able to use them more effectively.
      • Boots and Gloves: Maybe, I’m still not sure if they can add enough to the gameplay (without me having to implement lots of changes to support them).

      Plot

      I have been thinking on adding a bit more to the plot / story. Still haven’t thought on the details. I’ve made up some sparse bits of lore, so may be I can use that as a starting point for the world. As for the player experience inside the game, I may include some recurring characters with semi-random events. Again, still haven’t thought it out.

      Much better support for Keyboard

      The game is clearly not meant to be played using the keyboard now. There’s a rudimentary support for movement but it’s pretty slow. Also, there are no keyboard shortcuts neither support for the menus or inventory. (Don’t worry, all keyboard shortcuts will be optional and there won’t be many)

      Some other small but important things

      • Allow sneaking past enemies if you are stealthy: Monsters won’t always notice you when you step into the room.
      • Allow changing tactics (Defensive / Balanced / Offensive / Berserk)
      • Shareable character dead page including conducts
      • Enhance the crafting system

      In other news, I’ve been working with my sister in some art-related stuff, mainly in the production of the Dumeril Sage statue along with Gio.ram, the sculptor (I’m thinking on carrying some of them to the U.S. on a trip next week, so if you want them this may be your chance :)). But she’s also done a bit of work on redesigning the logo.

      ANANIAS LOGO

      I still gotta do the pixel art version of it, but I really like it.

      I have also been talking with someone who may work in the translation to Russian, that may open the gates for translations to other languages.. let’s see how it goes!

      Not completely Ananias related, but I just did an interview for “elbinario”, where I talk a bit about roguelikes and the history of roguetemple and roguebasin. It’s in Spanish tho so good luck!

      Now, let’s go back to the new version! it comes with lots of gameplay changes, check it out! Details are below

      queen

      Gameplay

      • Use Magic Power (separate from Combat skill) to calculate the effects of magic spells and the chance of failing casting them
        • Recover health
        • Repair armor
        • Repair weapons
        • Increase HP
        • Invisibility
        • Summon monsters
        • Elemental attacks
        • Sensorial mapping (all kinds)
      • Add different levels of power for the scrolls (Dim, Plain, Blessed and Ancient)
      • Add heavenly patron to upgrade magic power
      • Allow throwing items at close range
      • Balance starting equipment, add bandages for survival and throwing daggers for more tactical choices.
      • Reduce chance and strength of self attack when confused
      • Only provide Colbi heavenly patron when carrying capacity not maxed out
      • Prevent wands from ever missing if fired by a wand expert
      • Fix issue with humanoid check for monsters, preventing player from scoring critical hits
      • Nerf neck hits on player
      • Tune item generation chances for armor, headgear and scrolls
      • Fix super broken monk unarmed bonus
      • Allow ranged attacks over some small obstacles.
      • Make combat stat reduce evade chance of monsters.
      • Fix issue with skull helm not preventing fear.
      • Reduce parry chance to 10% for enemies.
      • Add back holy power and dark power evolution scrolls.
      • Strengthen weapons and armor by 150%
      • Weaken some enemies specially post level 16
      • Allow recovering from Fear when hit
      • Remove fixed wizard’s 1D3 damage, they can now use any weapon!
      • Prevent pet from fleeing from room if covered by player

      UX

      • Show name of the item on the HUD when walking over it
      • Add tombstones for the contributors to the latest IndieGoGo campaign
      • Add acid, holy and ice explosions for thrown potions and spells
      • Add big dialog for character info and prompts on Tablets and Desktop
      • Allow showing transparent map on the HUD on phones
      • Show damage roll for attack spell scrolls
      • Enhance double tap to prevent misusing it.
      • Add warning when leaving pet behind.
      • Changes on settings menu, use popup instead
      • Enable sound by default on mobile and web

      Technical

      • Fix potential issues with interrupted movement tweens when doing quick movement
      • Show hit location before damage
      • Prevent blue blink (paralysis) from stopping before time
      • Change mapping spell descriptions based on limitations
      • Fixes on error management
      • Multiplatform fullscreen support and ignore if unavailable
      • Add “please wait” modal window to be used with online operations
      • Reorder monsters when an enemy steps into the room