I've got a host of new screenshots today… as well as more than a bit of news.
1. I've completed some new particle effects for smoke, which happen to both look better and run faster than the old system. It's fully-lit, partially-alpha'ed, and looks beautiful in motion.
On a similar key, I have dust trails for certain units' movement.
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Note: The image above does show the effects of motion blending (not quite blurring; just a doubled copy of each frame using the postprocess filter and creating a smooth effect.)
2. I'm drawing near to the next demo milestone for DoC. Remaining to do: A lot of testing in order to make sure that the skirmish maps work; one new unit (the Supply Caravan); and some more optimization.
Today in the gameplay department: Creeps. (That is, if creeps actively sought out and attacked the players' cities) - I call them Bandit Camps.
3. In the roguelike dept.
* Completed the core of the dungeon generator. (items, enemies, rooms, and corridors)
* Added certain profession-specific starting items to the character generator.
* Implemented character saving and loading (that is, persistent characters) using a "type your name" system.
* Created about two dozen new "jewel" items.
* Implemented armor and wearing objects.
* Fixed item piles to show the most recent addition rather than an infinity symbol.
* Added gold piles as a generatable object.
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Above: A dungeon level defeated. The character (Liniel, a Dwarven Soldier/Martial Artist) reviews his loot.
Or Will Host For Food.
I hate the blur thingy.
It doesn't look quite as good in screenshots as in motion; I'll tell you that.
But of course, Abacus, it's able to be toggled. Just like the postprocess effects, the particles, the reflections, the extra details, the high-polygon buildings… it's a matter of preference what you choose to have enabled.late comment i know, but it's nice to see a gm roguelike. i've been playing a lot of frozen depths lately :(