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King In The
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"It kind of reminds me of Zork.
But fun...." - John McCollough, IGN.com
"I used to play text games like
Pirates Cove on my TI-99, where you had to hook the tape machine
up to load the freaking game, and it make that horrible noise
like a 26k modem dialing up, but it never dialed up to anything,
that stuff didn't even exist back then - WTF? anyways this
really takes me back, not just to the pain and the heartache,
but also it was really fun once it worked finally. But
these games take it to a whole new level - the integration of
role-playing elements and character progression makes this stuff
way more fun." - Darek Winslow, gamespot.net
"I WANNA BE A GLADIATOR!" -
Random Gladiator Wannabe, via email
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Welcome To King in the Castle - I have a chair!
Now that I have this one
relatively finished (other than a few glitches), I want to go
and finish the first version of Dungeon Hunter. It will be
a cool game once finished, and I am sick of making this one to
tell you the truth. Just ran out of ideas. O well,
i'll come back to it some day, and it's pretty much finished.
Few glitches with battles I need to figure out. Now that
I've thought about it, I want to make a Trilogy. This is
the 3rd game in the series, set in the time after you won the
Dungeon Hunter competition. The whole goal of Dungeon
Hunter was to get a bunch of gold and win the contest to become
the next King. In King In The Castle, you have won the
contest and are now King and have to deal with everyday King
stuff.
There is no real goal, so you cannot lose or
win. I will add more Specialists and things to buy in on v.4.1.
But for now this is v.4.0 and that's all yous gonna get.
Updates:
5/24/09 V.4.0
-different types of fish: there
are now 6 types of fish, fishing ships gather them. different
types of fish sell for different prices at far away trade
cities, and they each convert to bushels at different rates.
traveling caravans will now want specific types of fish.
-MiningAcres: these are found by scouts, each house a certain
type of ore, miners mine the ore. mining facilities have to be
made on the miningacre to mine the ore.
-Lumber: a new type of commodity that can be sold in far away
lands. ships, port cities, and other buildings require Lumber
now. Mills have to be set up, and lumberjacks bring in a set
amount of wood each year.
-Trading Posts: these are set up on acres and sell goods and
services, and you get a percentage of the profits.
-PearlOre: Oysters sometimes have PearlOre, which is extremely
valuable at far off trade cities.
-New Skill Knowledge: many types of new skills in City
Improvements and Oceanography
-More Pirate Ships: Pirates are in vast numbers and your
warships will for sure find them all over, or even swarming at
the start of the game. their numbers thin out the more that are
defeated.
-Many new random events: tons of new stuff that happens randomly
after bushel yield and before king's menu
-Trade Section: Happens before random events. Fishing, Lumber
Gathering, Mining, and Trading Posts will be listed in that
order.
-Price changes: many things have been altered. some now require
a lower price, but also lumber to complete them.
-Shipping: overseas shipping can garner you a lot of money, now
on ore, fish, bushels, and lumber.
-Ship Increases: fishing increase upgrades and merchant increase
upgrades have been reduced.
-Ship Limit and Limit skill: you may have only 5 ships per port
city at the start of the game, but may learn new skill knowledge
in the oceanography section that allows for more.
-Scouts: may find miningacres and oceanacres, be attacked, find
small ore mines, find bushel caches, find gold caches, or find
enemy sites to attack if you have troops.
-Skill Sections: have been altered a bit.
-Status menu: changed a lot,
now on pages, easier to navigate and find stuff.
-Troops: require peasants to
be converted into troops.
-Arrows: required to shoot
with bows. can make during battle for a price if you run
out.
5/8/09 V.3.2
-Fixed problems with shipping,
fixed ore picker for shipping, added ships in and ships out at
top of shipping screen
-Warships didn't die if they died.
Fixed.
-Shipping should be 100% working.
Added option to ore picker that if you are shipping the same
amount of ore that you hold, then you can choose 100 to choose
all instead of entering 1, 22, 2, 3, 3, 55, etc over and over
-on the commodity menu added
population to first screen, and added Next buttons so if you
type N it will go from Land>Grain>Fish (if fish menu is
available)>Land again
-Added Traveling Caravans that
will be short on supplies, and will give you ore and/or gold for
fish and/or bushels of grain. How much they ask for is
dependent on your diplomatic level and how much they give is
relatively random.
-added {TAB} to many screens,
including the Diplomatic Screen (status), which has also been
entirely redone into 4 or 5 menus rather than all on one screen,
which is much less cluttered and easier to read. Added
more screens n options n stuff to the status as well.
-could still build fishing boats
and merchant ships and warships without owning a port city.
fixed for real this time
-added scouting xp to some of the
newer things scouts find.
-get xp for hiring Specialists and
killing Pirate Ships
-a bunch of tiny text graphical
updates, moved some return lines around, added gold to menus
that needed it, some other little things
-continuing to try to get the damn
war stuff fixed. need to implement more things to it as
well, such as walls, them attacking walls to get to your castle,
them burning lands, archer bonuses from walls, deploying troops
from behind walls, needing horses for calvary, needing
components for wizards. troops seem kind of cheap in cost
and pricing may change on them.
-added a ton more random events
-arrows are now needed or archers
can't shoot. if no arrows are available, you can create
them on the fly for 150 gold for 100 arrows during battle.
Price on arrows dropped to 500 arrows for 1 gold.
4/30/09 V.3.1
-Fixed major problems with the
shipping, neverending loops, and loops to the wrong command
lines
-Fixed problems with fishing - was
adding way too much fishing capacity when new ships were
purchased
-Fixed problems with Merchant
ships disappearing - there's a point where ships coming back
right after they finished a shipping run and ships that would
return to ports that year, when one value took over the other
value, the ships would disappear. Also they would return
to port the same year they left the far away land, which is
supposed to occur the following year.
-Added {TAB} to Oceanography
Knowledge Menu and Ocean Menu. If you type TAB at the
command prompt you will switch over to the other menu, and vice
versa. I will probably add similar commands to the Militia
Menu and Castle Improvement menu, linking them with
corresponding knowledge menus.
-You could also buy ships without
having a port, which makes no sense. A ship has gotta have
a port, do you hear me!?!?
-All prices are subject to change.
Right now things seem kind of expensive, but money should come
easy once land and population are high and you can sell off a
ton of excess grain. Grain prices may be reduced and start
statistics of 250 grain 10 land 10 population may be raised.
-With those fixes Shipping should
be working fine now, and has become an excellent way to earn
cash.
4/26/09 Finished V.3
New Features: Port Cities, Ships, Upgrades for Ships,
Oceanography Knowledge, your scouts can find Ore deposits and
OcreanAcres, Can ship stuff to far away cities for profit, Ocean
Menu on King's Menu, Rat Man Jack, Sweet Smile Samson,
Specialist Menu, Specialist Hiring Menu, L/G Land Grain Menu
changed to Commodities Menu, where you can trade fish for grain.
Fishing ships can get fish each year, Merchant ships can
transport goods to far away places, and Warships can attack
Pirates. Pirates may attack your Fishing Ships and
Merchant Ships. Population leaving due to not being fed
enough has a new system for deciding how many leave. Text
graphical upgrades, everything a little more pretty.
Working on finalizing Battle System, few glitches left.
Ore can fetch a random number between 1-10*10 in gold per ore
when shipped. Grain fetches a high price when shipped, and
fish can only be sold if shipped (for 1-3 gold each). Ship
to ship and crew to crew battles added. Special attacks
for Crew members. Accuracy, Hull Armor, Crit %, Crew,
Cannons are now added features for Navy related stuff. XP
gained for hiring Specialists and Killing Pirates. Pirates
have random treasure that Warships can take back to port cities,
and Merchants can fill up any remaining space with.
Previous records for amount of grain harvested. Can buy
traps once Rat Man Jack is hired to kill off rats and to keep
them away from grain. Chances rats get into grain are now
dependent on how many acres you have, and number of rats is 1-3
per acre. Gambling adds a new dimension of profit, and,
after Hiring Sweet Smile Samson and pay the initial setup costs,
you will gain gold dependent on your taxrate and how many
peasants gamble and how much they gamble.
Site Changes - added Oceanography
and Specialist Pages, added to Knowledge Page, and added a
couple of high definition graphics. Added V.3 to download
page.
4/19/09 Finished V.2. New features: Battle
system, build your armies and attack or be attacked.
Scouts can find settlements to attack. Working on more to
come, along with ironing out the details. Should all be
working.
Site Changes - added a new topbar,
added pages Basic Concepts, More Complex Concepts, Knowledge
Page. Added V.2 to downloads page.
4/10/09 Added V.1 to downloads
page. More to come!
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