Forum News
The forums have been updated to the latest version of MyBB (1.6.7), default avatars have been added and the star images for user ranks are now hearts. There've also been a few minor edits to the CSS but those should be unoticable. Any bugs can be reported here.
| Welcome to Sleepy Studios! |
We are a small game studio originating from London, England and founded in 2009 as a placeholder name for the company tag in our first game,
Avian. At the moment we are concentrating our efforts on Crawle, a survival dungeon crawler, The Sleepy Games; a collection of small games to be
released open-source and fully moddable, as well as an engine, ACDE, for making 2D Online RPG games. You can find out more about us on the
About Us page.
|
|
Posted by: Sekaru - 14-05-2012 01:54 AM
- No Replies
|
|
|
|
Posted by: Sekaru - 11-05-2012 11:50 PM
- Replies (1)
|
 |
It isn't really how I wanted to release this patch but unfortunately over the next two months I won't have time to even work on Crawle, so I've released this to try and get something out to make up for my absence. Enjoy!
Changelog below:
0.2.5 --> 0.3.0
# GRAPHICAL CHANGES
- New bars.
- Improved the day-night cycle so it's more realistic.
- NPC names turn red when they become hostile (i.e. at night).
- Added a item description box.
- Added a death menu.
- Added information boxes for world modes.
# FIXES
- Fixed sound and music.
- Fixed sound and music options.
- Fixed the camera system!
- Fixed the merchant not changing to his zombie sprite at night.
- Fixed NPC names not centering.
- Fixed the save button in the options menu not working.
- Fixed inputs not being recognized.
- Fixed action messages (e.g. "Level Up!").
- Fixed pressing esc in menus opening the options window.
- Fixed chests being able to give you multiple portions of EXP.
- Fixed diseases not properly generating.
- Fixed diseases not properly clearing.
- Fixed chests blocking.
- Fixed world border collision.
- Fixed spawning outside dungeons after logging out.
- Fixed tree collision.
- World loading should now be much faster.
- Fixed resizing in fullscreen mode.
- Fixed music in the options menu.
- Fixed action message positioning and fading.
- Fixed item drops jumping about.
# CHANGES
- New random generation.
- Reduced Merchant spawn rate.
- Increased disease rate.
- Going below 50% hunger or thirst will drain your health.
- Dungeons are no longer saved in the world file.
- All worlds except Unforgiving worlds are now based on 'death chances':
- Die once: sent back to respawn point.
- Die twice: lose items, exp, etc.
- Die three times: like Unforgiving mode, your world is deleted.
- Hard mode only has two chances: lose items, exp, etc and permadeath.
- Reverted dungeons back to old maze format, temporarily.
- Even more code cleaning!
- NPCs now respawn every 30 seconds.
- Improved NPC AI to comply with the new collision system.
- Folder cleaning.
- Added more NPCs to dungeons.
- Time is now saved in the world data folder.
- Removed F to unlock FPS.
- Randomised the spawn point.
- Added a border around the world.
- Increased the energy regen rate.
- Sound engine no longer loads if music or sound isn't enabled.
- Chests now open (visually) after being used.
- Attacking is now based off energy and health.
- Balanced disease rate a bit more.
- Randomised the Merchant spawn point.
- The Merchant will now leave if you enter a dungeon.
- You can now delete multiple worlds.
- NPCs now drop loot. Stays on the ground for 30 seconds.
- NPCs' attack hits are now based off their health.
- All inventory items are now dropped on your 2nd death.
- Attached the inventory to the player files.
- Items now drop to the ground (and are pickup-able).
- Earthquakes!
- Changed the position of returning from a dungeon to stop holes bugging out.
- Rewrote the village system.
- Made the amount of villagers dependent on the amount of houses.
- Changed baskets to follow chest logic.
- Dungeons are now saved in the world file.
- Dungeons now have a randomised spawn area.
- Animals no longer become 'evil' animals at night. Realism, etc.
- Bunnies now have a 70% chance to run away from you.
- Faster intro sequence.
- Balanced out the animal's damage.
- Animals' damage are now based on the type of animal they are.
- NPC AI tweaks.
- The intro can now be skipped using Space.
- Folder structure and name changes.
- Chests, baskets and pots now give you items instead of EXP.
- You now need at least 14 energy to run now.
- You lose 10 energy for not sleeping at night.
- Villagers now spawn outside their specific houses.
- Villagers now spawn with a random direction.
- Villagers' names are now saved.
- Combat is now click-to-attack instead of walk-into-to-attack.
- Easy mode no longer has permadeath.
# ADDITIONS
- Health bar.
- Holes now teleport you to dungeons.
- Collisions.
- EXP bar.
- You now gain 15 EXP per day and 30 EXP per week.
- Very minimal and temporary combat system.
- NPC health bars.
- Dungeon portals to teleport you back home.
- Escape to exit to the main menu whilst not in-game.
- F to hide/show the GUI.
- M to hide/show world info.
- Added action messages.
- Proper inventory system.
- More NPC names.
- Biomes.
- New seed type: long grass.
- New seed type: cactus.
- New seed type: dead weed.
- New seed type: sandstone.
- Improved the world generator to be more realistic.
- Cut down on world generation time significantly.
- Dungeon themes.
- Chickens!
- Dungeon pots.
- Added back running.
- You can now enter houses!
- GUI scaling for the world info.
- Language support for the new strings.
- Hit and impact sounds.
- 'Miss', 'Dodge' and 'Parry' luck rates.
- N to return to the menu (while in-game).
- Right-clicking the 'world mode' button will not cycle it backwards.
Download:
http://www.downloads.sleepystudios.com/c...taller.rar
|
|
|
|
Posted by: Sekaru - 11-05-2012 11:39 PM
- Replies (2)
|
 |
It's been a while hasn't it! I've done quite a lot on Crawle since I last made a development post and here are some of these changes:
NPCs now spawn right outside their houses and face a random direction! Doesn't get any better than that. Their names are also saved now.
In terms of combat, it's click-to-attack instead of walk-into-to-attack. The range checks aren't in place but I'll add those... soon.
Easy mode no longer has permadeath and right-clicking the 'world mode' button will not cycle it backwards.
Finally, I've updated some graphics:
![[Image: 0ZwW3.png]](http://i.imgur.com/0ZwW3.png)
![[Image: hrSi5.png]](http://i.imgur.com/hrSi5.png)
Crawle 0.3.0 has also been released! Final changelog:
0.2.5 --> 0.3.0
# GRAPHICAL CHANGES
- New bars.
- Improved the day-night cycle so it's more realistic.
- NPC names turn red when they become hostile (i.e. at night).
- Added a item description box.
- Added a death menu.
- Added information boxes for world modes.
# FIXES
- Fixed sound and music.
- Fixed sound and music options.
- Fixed the camera system!
- Fixed the merchant not changing to his zombie sprite at night.
- Fixed NPC names not centering.
- Fixed the save button in the options menu not working.
- Fixed inputs not being recognized.
- Fixed action messages (e.g. "Level Up!").
- Fixed pressing esc in menus opening the options window.
- Fixed chests being able to give you multiple portions of EXP.
- Fixed diseases not properly generating.
- Fixed diseases not properly clearing.
- Fixed chests blocking.
- Fixed world border collision.
- Fixed spawning outside dungeons after logging out.
- Fixed tree collision.
- World loading should now be much faster.
- Fixed resizing in fullscreen mode.
- Fixed music in the options menu.
- Fixed action message positioning and fading.
- Fixed item drops jumping about.
# CHANGES
- New random generation.
- Reduced Merchant spawn rate.
- Increased disease rate.
- Going below 50% hunger or thirst will drain your health.
- Dungeons are no longer saved in the world file.
- All worlds except Unforgiving worlds are now based on 'death chances':
- Die once: sent back to respawn point.
- Die twice: lose items, exp, etc.
- Die three times: like Unforgiving mode, your world is deleted.
- Hard mode only has two chances: lose items, exp, etc and permadeath.
- Reverted dungeons back to old maze format, temporarily.
- Even more code cleaning!
- NPCs now respawn every 30 seconds.
- Improved NPC AI to comply with the new collision system.
- Folder cleaning.
- Added more NPCs to dungeons.
- Time is now saved in the world data folder.
- Removed F to unlock FPS.
- Randomised the spawn point.
- Added a border around the world.
- Increased the energy regen rate.
- Sound engine no longer loads if music or sound isn't enabled.
- Chests now open (visually) after being used.
- Attacking is now based off energy and health.
- Balanced disease rate a bit more.
- Randomised the Merchant spawn point.
- The Merchant will now leave if you enter a dungeon.
- You can now delete multiple worlds.
- NPCs now drop loot. Stays on the ground for 30 seconds.
- NPCs' attack hits are now based off their health.
- All inventory items are now dropped on your 2nd death.
- Attached the inventory to the player files.
- Items now drop to the ground (and are pickup-able).
- Earthquakes!
- Changed the position of returning from a dungeon to stop holes bugging out.
- Rewrote the village system.
- Made the amount of villagers dependent on the amount of houses.
- Changed baskets to follow chest logic.
- Dungeons are now saved in the world file.
- Dungeons now have a randomised spawn area.
- Animals no longer become 'evil' animals at night. Realism, etc.
- Bunnies now have a 70% chance to run away from you.
- Faster intro sequence.
- Balanced out the animal's damage.
- Animals' damage are now based on the type of animal they are.
- NPC AI tweaks.
- The intro can now be skipped using Space.
- Folder structure and name changes.
- Chests, baskets and pots now give you items instead of EXP.
- You now need at least 14 energy to run now.
- You lose 10 energy for not sleeping at night.
- Villagers now spawn outside their specific houses.
- Villagers now spawn with a random direction.
- Villagers' names are now saved.
- Combat is now click-to-attack instead of walk-into-to-attack.
- Easy mode no longer has permadeath.
# ADDITIONS
- Health bar.
- Holes now teleport you to dungeons.
- Collisions.
- EXP bar.
- You now gain 15 EXP per day and 30 EXP per week.
- Very minimal and temporary combat system.
- NPC health bars.
- Dungeon portals to teleport you back home.
- Escape to exit to the main menu whilst not in-game.
- F to hide/show the GUI.
- M to hide/show world info.
- Added action messages.
- Proper inventory system.
- More NPC names.
- Biomes.
- New seed type: long grass.
- New seed type: cactus.
- New seed type: dead weed.
- New seed type: sandstone.
- Improved the world generator to be more realistic.
- Cut down on world generation time significantly.
- Dungeon themes.
- Chickens!
- Dungeon pots.
- Added back running.
- You can now enter houses!
- GUI scaling for the world info.
- Language support for the new strings.
- Hit and impact sounds.
- 'Miss', 'Dodge' and 'Parry' luck rates.
- N to return to the menu (while in-game).
- Right-clicking the 'world mode' button will not cycle it backwards.
|
|
|
|
Posted by: LJE - 11-05-2012 08:33 PM
- Replies (1)
|
|
|
|
Posted by: Sekaru - 07-05-2012 02:53 PM
- No Replies
|
|
|
|
Posted by: Sekaru - 05-05-2012 10:30 PM
- No Replies
|
|
|
|
Posted by: Sekaru - 29-04-2012 09:05 PM
- No Replies
|
 |
Okay so lets start off with something I've said before: delays. A while ago I said I'd be taking a short hiatus. Unfortunately that's not possible for me since this game wouldn't even get worked on if I left it. So, I'm trying my best to work on it from time to time, getting a few things added here and there, making little tweaks. Therefore, 0.3.0 will be delayed. 0.3.0 will also be a bit different the next time you see it but we'll save that for later.
Alright so a few of the things I've done are balance related. Animals' damage is now based off their type (e.g. a bear hits harder than a chicken) and like before their health.
Earthquakes have been reduced to a 1 in 1000 chance (down from 1 in a million) because frankly, content restrictions are plain silly. Also, the Merchant spawn rate has been bumped down (a lot) and diseases have been bumped up again.
I've added another "dimension" as it were, houses (which I've mentioned before). There houses are mainly to shelter you from the night but we do have zombie invasion plans (so that they break in and murder you while you hide ;]).
The game is a lot more optimised now: worlds render and generate faster and use up a lot less memory as does the game in general. Currently I'm working on fixing a leak coming from the text rendering system that takes your FPS down by about 10.
A big thing for me to finish for 0.3.0 is world generation. Currently, I'm working on my biome system and now I've finally got round to reducing the chance of things spawning in awkward places (not quite there yet, but I have yet another idea) and having empty land. In the screenshot below you'll see that most of the world is covered up by things:
![[Image: cpakoxb]](http://tinyurl.com/cpakoxb)
And finally here's a changelog of all the changes from this week:
# FIXES
- Fixed tree collision.
- World loading should now be much faster.
# CHANGES
- Faster intro sequence.
- Balanced out the animal's damage (and based it off what type of animal they are).
- NPC AI tweaks.
# ADDITIONS
- GUI scaling for the world info.
- Language support for the new strings.
- Added hit and impact sounds.
P.S. I think I did mention that we're on Twitter now, I'll be posting links to news there so it's a pretty damn good way to keep up to date. Also people who would like to 'beta test' new releases (not public ones) can still PM me.
|
|
|