Drunken Dart Studios

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Drunken Dart Studios We are a few people who just really love to game and create.

23/09/2024

Early Access Version: 0.9.2.3

Several enemy AI issues have been resolved. Enemies should now target and go after their best target.

Console screen Max Health, Shield, Max Shield bugs fixed.

AI debug enable button has been added to the console screen.

The movement squares have been cleaned up.

UI has been cleaned up a bit.

Map creator grid and selection squares have been cleaned up.

Console screen Max Health, Shield, Max Shield bugs fixed.

Current time and current level timer added into game.

Level 19 end dialog has been modified.

Issue fixed with character icons being visible past the mask.

Issue fixed with the dialog screens skipping first dialog entry.

Issue fixed fixed needing to hit skip button to end dialog issue.

02/09/2024

Version: 0.9.2.2

Dialog has been changed. It is no longer animated. To progress in the dialog spacebar has to be pressed.

Player character levels have been added to the character icons in the left side.

Trinkets in the shop have been limited to 1 per shop instance.

Tooltip popup has been fixed. These should not go off the screen now.

Campaign levels: 3,4,5,6,8,9,11,12B,13A,13B,15,17, and 18 have all been updated with a boss enemy character added.

Finishing level 18 now gives Mara 8 total Dragonblood Vials to be distributed as you'd like.

Cutoff walls (when character is behind, or mouse is over a wall) are now slightly transparent.

Several spelling errors have been fixed.

Character management screen now has the character list static just like the shop list.

22/08/2024

Version: 0.9.2

Revive potions have been added into the game.
*When a character is downed, if any of your characters have a revive potion in their inventory.
The downed character will go grey and semi transparent and their character icon on the left side will also go grey.
The downed character Icon will have a count down timer until the character actually dies (3 turns).
The character that has a revive potion will show their potion on their character icon, so you know right away which character has to go and revive the downed character.
To revive the character. You'll have to be right next to the downed character, with a character that has a revive potion. Right side will be a button that says revive.
Reviving a character will use the turn from the character reviving the downed character.
The downed character will have half health and will begin it's turns at the start of their next turn.*

Level up arrow has been moved from ability icons on the right side, to the character icon on the left side. This icon will show if you can upgrade stats, abilities, or both.

Credits screens have been added to the main menu.

Disabled the escape key on the shop and dialog screens fixing a game crash issue.

Scrollbars added to character icon list in all shop areas as well as character left side icons in game.

Upgrading the health stat will now give 3 health instead of the 1.

Game no longer runs in the background. If the window is not in focus, the game does not progress.

Changed the background color of the bars above the characters.

Levels 7, 10, 11, 14, 15, 18 ,19 have been updated.

Slight adjustment to level 10 dialog.

Enemy AI algorithm slightly adjusted to focus less on it's last target.

Many bosses have been added to the map creator: Levels 3,4,5,6,8,9,11,12B,13A,13B,15,17,18_1, and 18_2.
*The bosses are not yet in their levels. These have to be added in on a later patch.

08/08/2024

Version: 0.9.1

Manage Character section has been added to the shop screen.
From the Manage Character section you can equip/unequip items, Sell items, and upgrade a characters stats if they can be upgraded.
When you sell an item you get 50% of the sale value.

Trade section in the shop screen has been updated to show item stats and names.

The darkness overlay has been optimised quite a bit. Campaign level 10 should be playable now...

Exp bars have been removed from above the active character.

Agility is capped at 100.

Fixed bug where clearing out a text field would cause the game to freeze.

Bug with the Cetus character movement and sensitivity has been fixed.

06/08/2024

Version: 0.9.0.3

Minor updates to levels 7 and 8.

01/08/2024

Version: 0.9.0.2

Fixed issue with bloated revenant death.

26/07/2024

Version: 0.9.0.1

Ranged attack AI has been updated. If under the minimum range to the target, and this target happens to be the best fit. The ranged character will move to attack the target.

Revenant units that are downed. Can be killed now.

Campaign levels: 2,3,4,6 and 7 have been tweaked slightly.

Few minor bug fixings.

15/07/2024

Version 0.9

Enemy AI has been re-written.
The enemy AI looks at many factors to determine the current target.
Some of these factors are if the character can do a backstab on a potential target, it will favor this character more so than others.
Distance, Health left, if character can counter attack, and many more factors.

Character headshots side bar now shows up slightly darker when a character does not have turns left.

Character headshot side bar also now scrolls to the active character when a character is starting their turn if the mouse is not currently over a character headshot.

Added no armor icon to the special icon bar above characters.

Updated the health bar/exp bar/AP bar/shield bar/special Icons on the character to clean it up and make it easier to see what bars belong to which character.

Updated the special Icons with tooltips showing what they mean.

Minor bug fixings.

20/05/2024

Version: 0.8.79.6

I've been working on re-creating the AI for the game. However, it's still not finished. But, many of the campaign levels have been changed so, we're pushing a smaller update out today.

Minor UI changes to the main menu.

Campaign levels: 1,2,3,4,6,7,9,10,11, and 18 have been updated for character equipment.

29/04/2024

Version: 0.8.79.5

In this patch, I have focused on speeding up the game play quite a bit...

Added a game speed slider to the settings.
Game speed can be changed upto 2 times normal speed.
If you run into issues with this please let me know.

New algorithm used to calculate the tiles to be highlighted for movement.
New algorithm is more than 1,500 times faster than the old one.

Levels should load a bit quicker now as well.

Highlighted tiles should now be correct on which can have an action on them.

Notification text ["Select Target"] is again visible when needed.

Passive abilities now cost 5 upgrade points and active abilities now cost 3 upgrade points for the next ability level.

Several attack animations have been sped up.

Beserker's Resolve ability now correctly triggers at under the 1/3rd health threshold.

Trebuchets have been fixed.

Reworked the patch notes panel.

Other bug fixes.

So last night at 4 AM I was lying down to fall asleep. I had a thought about how to change part of my path finding algor...
18/04/2024

So last night at 4 AM I was lying down to fall asleep. I had a thought about how to change part of my path finding algorithm. I drew it on paper how it would work, then went to bed.

Today I wrote the code on how I drew it last night... I am quite shocked at the results from the new algorithm. Below are some benchmarks from the old one to the new one. Keep in mind these speeds are quite a bit slower as they are running in the editor which is slower than a stand-alone application.

Old algorithm
20 Tile Radius-Elapsed time: 4.645905 Seconds
20 Tile Radius-Elapsed time: 4.546173 Seconds

New algorithm
20 Tile Radius-Elapsed time: 0.00289917 Seconds
20 Tile Radius-Elapsed time: 0.002639771 Seconds

That's more than 1,500 times faster to run the new algorithm than the old one.

Here is the results from a 100 tile radius...

Old Algorithm
100 Tile Radius-Elapsed time: 7.033386 Seconds

New Algorithm
100 Tile Radius-Elapsed time: 0.004165649 Seconds

That's more than 1680 times faster to run the new algorithm...

WOW...

But wait there's more! Not only is it quicker, but it's more accurate on where the movable tiles are!

Below are the screen shots from one of the 20 tile tests. Player characters are not suppose to be able to move through enemy characters. First one was bugged and let them through (first photo). New one stops the track (second photo).

11/04/2024

Version: 0.8.79.4

Added subtraction buttons to the stats panel. You can take stats away after adding stats to a level. Once you change to a different character or close the panel, the values are finalized.

All attacks now have their own unique attack animations.

Updated several character ability images.

Been working on the attack animations! Here is a clip of these animations so far. (some displayed incorrectly and will b...
06/04/2024

Been working on the attack animations! Here is a clip of these animations so far. (some displayed incorrectly and will be shown correctly while playing)

Current attack animations for Mara's Quest. Some of these will likely change. There are a couple that show incorrectly in this video and will be fixed to sho...

31/03/2024

It has been a while since we have posted on here. The game is still being worked on. We are going to start posting on here more frequently again! Here is the most recent patch notes for the game.

Version: 0.8.79.3

Re-created the darkness overlay.

Torches and brazier have been fixed.

Gates now after being opened are replaced by the correct sprite.

All player characters have new and updated Bios.

Added Actions left to the console screen (Shift+C in game). This stat allows you to do more than 1 action per character turn.

Pyrophile weapon has been worked on should be working correctly now.

Pyromancy, Hex, and Miracle attack animations have been either started or completed.

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