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More developments at Freedroid RPG

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More developments at Freedroid RPG

Development Info - posted by Saint_Proverbius on Wed 19 November 2003, 15:05:26

Tags: Freedroid

It's been a while since I've posted about this, mainly because no one else seems very interested in this... interesting.. piece of work, but Freedroid has been updated many times since I last posted about it. Here's the update:

  • Story changes: Tux can now become member of the Town Guard and enter the citadel. New 'Tybalt' character acts as a simple gatekeeper. Added warning of 711 disruptor blast before entering the master arena.
  • Bugs fixed: No more negative money from very old items from the dungeon, fixed infinite energy bars, fixed mouse move cursor display under OpenGL, level names for arena levels fixed, background of chat text respones fixed.
  • New obstacles: Stone pillar, Huge stone, small stone and plant thanks to Basse. Also new tree type and tree trunk.
  • Shop interface cleared up and supplied with new graphics thanks to Basse.
  • New inventory image thanks to Basse.
  • Game balancing: Energy of hacked bots is now chosen more sensibly and price multipliers reduced to sane values.
  • Items under mouse will now be highlighted in SDL and OpenGL output (but looking a bit different each).
  • Speed improvements: Items on the floor now use textured quads when using OpenGL output method.
  • Homepage improved with new sections about the game and refined background graphics. Works now even with Internet Exploder.
  • Missing ingame images for laser guns and laser swords and laser staff added thanks to Basse.

I still have a hard time gelling with the idea of Tux the Linux penguin fighting the robots of Paradroid in a fantasy-like RPG setting. Other than that detail, looks pretty neat!

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