The version on the site is updated. Click here to play.
I’ve actually added a few new features, and a couple of modifications.
The most noticeable change is the new tutorial mode, which is a feature a la Gauntlet. The first time the player encounters a particular item or monster or whatever, a little pop-up message comes up. Currently, I just have popups for ham, potions, and treasures. The rest is a matter of putting the appropriate content into the messages xml file.
Another change is in the functionality of free-standing portals (the ones that don’t move and teleport you annoyingly). Instead of remaining static, they are now single use portals. You use one, and it is gone.
The tutorial mode can be quickly turned off, as after the first time, it really loses its charm. I also currently don’t have a key to press that will dismiss it. You actually have to click the close button. I do, however, have some functionality that forces the tutorial window to show up, no matter the state of the tutorial mode. This will allow me to always pop up information when a bizarre items like the Amulet of Yendor it picked up, or the player is killed by a monster.
Finally, the Amulet of Yendor actually does something! The Amulet is being held by the Necromancer (the dude who summons skeletons and whatnot). Once you have it, there are a number of effects that apply to the character.
- Portal monsters cannot teleport you, making them extremely easy pickin’s. (Which means that I’ll need to make them smart enough to run away from you at some point).
- You cannot use free-standing portals.
- You cannot use the exit.
- If you press “Y” you invoke the amulet, which leaves it wherever you were, and then teleports you as a portal normally would. After this, you no longer have the amulet in inventory, and so are again affected by portals and portal monsters.
The Amulet of Yendor is now the most complex item in the game. It added a whole other key command, making it the first item that you have to specifically make use of. It is also the first item that can be dropped.
Generally speaking, the tutorial mode makes it almost unnecessary to do detailed documentation. This is not to say that I won’t do any, but the documentation can now be more of a summary of items and such rather than an explanation of how things work.
Something still necessary in the documentation, however, is some maxims on how the game is to be played. Here are a few of them:
- Early in the game, the main focus is a mad dash for potions and better weapons and armor.
- Don’t open any door until all other rooms are cleared out. The monsters in locked rooms are tougher.
- Torch shoppes are for chumps. The light radius has absolutely no impact on game-play, and going into a shoppe causes wandering monsters to be spawned. The benefits of buying torches and lanterns is greatly outweighed by the negatives of entering the shoppe.
- Get the Amulet of Yendor as soon as you can. Teleport monsters are annoying.
- If you are going to go for the Dragon (which isn’t necessary to win), get the Battle axe from the minotaur, and go first to the potion shoppe and armor shop.
- You can’t have too many shields. It helps to conserve low durability two handed weaponry by entering into defensive mode.