Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info Gearhead 2 generates v.230

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,131
Location
Behind you.
Tags: Gearhead 2

<a href="http://gearhead.roguelikedevelopment.org/">Gearhead 2</a> has now updated to <b>version .230</b> of the stompy robot rogue-like sequel. Here's the huge list of updates:
<br>
<ul><li>A bunch of new components for the core story added including some new introduction components based on the PC's job.
<br>
<li>Minimum MPV for AddTeamForces is 300,000 (wmonster.pp)
<br>
<li>Ammo name no longer pluralized (ghweapon.pp)
<br>
<li>Fixed problem with ASCII world map renderer (vidmap.pp)
<br>
<li>Shuttle service now handles wrapping world maps correctly (services.pp)
<br>
<li>Space maps start entirely revealed (randmaps.pp)
<br>
<li>Space maps don't have fixed coordinates (arenaplay.pp)
<br>
This is one of the exciting changes. If all the mecha in the scene move away from an edge, the map shifts to center them. So in essence, space encounters no longer have defined boundaries, but are instead defined by the relative positions of the combatants.
<br>
<br>
<li>Improved ThisItemWasSelected menu (backpack.pp)
<br>
<li>Added Tung Nguyen's quickfire patch (pcaction.pp)
<br>
<li>Fixed a bug in rumor generator (interact.pp)
<br>
<li>Added unique scene content (randmaps.pp)
<br>
This is another exciting change. Unique scene content works just like random scene content except that once it's used it will never be used again in a single adventure. Right now there's only one piece of unique scene content but I'll be adding more.
<br>
<br>
<li><u>Added list of unique artifacts</u> (playwright.pp)
<br>
Yet another somewhat exciting change. The game now has a set of unique artifacts that may be selected by plots and scene content. This is used by the treasure map component, so that now the artifact the treasure map leads to is randomly selected.
<br>
<br>
<li>Changed the StringMatchWeight algorithm (texutil.pp)
<br>
<li>Fixed a bug in the cave map generator (randmaps.pp)
<br>
<li>Removed the backpack double description (backpack.pp)
<br>
<li>All NPC xdesc traits now in quotes (interact.pp)
<br>
<li>Reduced chance of personality trait and scene faction rumors (interact.pp)</ul>
<br>
<br>
w00t! ph4t l3wt!
<br>
<br>
 

Proweler

Scholar
Joined
Jun 30, 2005
Messages
203
A resizeable screen would help. It's all way to small on my screen.

Blue text on a blue sky background is hard to read.

Could you use WASD for movement so that the avatar turns left on first stroke and moves left on the second, rather then just turning the camera? It'd be a little more ergonomic.

Perhaps I missed it in my short glance but a short list of all the keys at the start of the game would be nice.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom