Work on achievements is underway, technical setup is done and it works (at least on Mac, gotta check on Windows and Linux). Next up is finish designing them all, putting up the graphics and putting everything together.
Work on achievements is underway, technical setup is done and it works (at least on Mac, gotta check on Windows and Linux). Next up is finish designing them all, putting up the graphics and putting everything together.
A new version is available, it comes with important fixes and gameplay changes, as well as mostly complete keyboard support.
Following is the changelog:
Gameplay
Make pets always obey commands.
Make enemies check if player is waiting at the other side of the room before walking into it.
Remove penalty for damage for ranged weapons and wands when low on ammo / charges.
Reduce power up for boost elemental magic.
Change MP cost of elemental spells
User Experience
Remove force sound disable from mobile, make it an option on the launcher
Preserve preselected layout on mobile if game saved
Prevent casting spells when character has no magic power.
Make Portrait be the default mobile mode for browser (Instead of Chibi)
Major fixes
Prevent extremely long generation times for levels with twisted corridors
Prevent inconsistent HP value when casting spells with no magic power
Keyboard UX
Ranged attacks using spacebar
Using, throwing and dropping items from inventory
Mixing reagents on the inventory panel
Scroll entity panel and book panel with arrows
Use enter key to advance conversation or close dialogs
Use ESC key to close entity panel, book panel and inventory
Changing tactics and pet command with keyboard
Ananias at the GDC Expo 2017 in San Francisco
Last week I was at San Francisco at the GDC Expo, where I was able to join 11 other Colombian companies in the ProColombia booth and show Ananias to developers from all around the world.I got some important feedback for the game and made some good contacts for potential future work. We also had a small roguelike developers meetup where I could share the current status of Ananias to other fellow developers and friends including Glenn Wichman, one of the original developers of Rogue, Tarn Adams of Bay12Games/Dwarf Fortress and Jim Shepard of Dungeonmans.I also got to meet these people I have never seen in person:
Kornel Kisielewicz: Developer of DoomRL and Jupiter Hell, and a great inspiration for all my roguelike projects.
Ashton Morris: the composer of the soundtrack for Ananias
Björn Ritzl: a long time collaborator for roguelike projects.
Kike Fuentes: Teravision Games mastermind, lots of gamedev industry experience.
Lord British plays Ananias
I also had the chance to attend the Ultima Dragons 25th Anniversary Bash, four awesome days full of cool Ultima geekness including having Lord British play the game. He said it was fun!
First month on Steam and iOS
We keep doing well in Steam and iOS but we need more reviews! Please post a review there if you like the game, it’s really important in order for more people to notice the game.
Upcoming Features
Full Keyboard support: We are almost there, following are the pending things which will be tackled in priority order
Using multiple selection dialogs
Checking player and pet stats
Navigating thru menus
Some stuff still pending from last update:
Steam Achievements
Detailed GFX for weapons and armor.
Adding more plot and may be even random stories.
There's been a lot of useful feedback! I keep integrating everything into the list of things to do so keep them comment coming!
First Boxed Edition
A limited run of boxed editions was done and some lucky individuals got to get their hands on them during my trip to California! there were two variants with one of them containing actual diskettes. Due to logistic issues I couldn't get enough diskettes nor save the light Ananias edition on them.
A new version is available, it comes with important fixes and gameplay changes, as well as mostly complete keyboard support.
Following is the changelog:
Gameplay
Make pets always obey commands.
Make enemies check if player is waiting at the other side of the room before walking into it.
Remove penalty for damage for ranged weapons and wands when low on ammo / charges.
Reduce power up for boost elemental magic.
Change MP cost of elemental spells
User Experience
Remove force sound disable from mobile, make it an option on the launcher
Preserve preselected layout on mobile if game saved
Prevent casting spells when character has no magic power.
Make Portrait be the default mobile mode for browser (Instead of Chibi)
Major fixes
Prevent extremely long generation times for levels with twisted corridors
Prevent inconsistent HP value when casting spells with no magic power
Keyboard UX
Ranged attacks using spacebar
Using, throwing and dropping items from inventory
Mixing reagents on the inventory panel
Scroll entity panel and book panel with arrows
Use enter key to advance conversation or close dialogs
Use ESC key to close entity panel, book panel and inventory
Changing tactics and pet command with keyboard
Ananias at the GDC Expo 2017 in San Francisco
Last week I was at San Francisco at the GDC Expo, where I was able to join 11 other Colombian companies in the ProColombia booth and show Ananias to developers from all around the world.I got some important feedback for the game and made some good contacts for potential future work. We also had a small roguelike developers meetup where I could share the current status of Ananias to other fellow developers and friends including Glenn Wichman, one of the original developers of Rogue, Tarn Adams of Bay12Games/Dwarf Fortress and Jim Shepard of Dungeonmans.I also got to meet these people I have never seen in person:
Kornel Kisielewicz: Developer of DoomRL and Jupiter Hell, and a great inspiration for all my roguelike projects.
Ashton Morris: the composer of the soundtrack for Ananias
Björn Ritzl: a long time collaborator for roguelike projects.
Kike Fuentes: Teravision Games mastermind, lots of gamedev industry experience.
Lord British plays Ananias
I also had the chance to attend the Ultima Dragons 25th Anniversary Bash, four awesome days full of cool Ultima geekness including having Lord British play the game. He said it was fun!
First month on Steam and iOS
We keep doing well in Steam and iOS but we need more reviews! Please post a review there if you like the game, it’s really important in order for more people to notice the game.
Upcoming Features
Full Keyboard support: We are almost there, following are the pending things which will be tackled in priority order
Using multiple selection dialogs
Checking player and pet stats
Navigating thru menus
Some stuff still pending from last update:
Steam Achievements
Detailed GFX for weapons and armor.
Adding more plot and may be even random stories.
There's been a lot of useful feedback! I keep integrating everything into the list of things to do so keep them comment coming!
First Boxed Edition
A limited run of boxed editions was done and some lucky individuals got to get their hands on them during my trip to California! there were two variants with one of them containing actual diskettes. Due to logistic issues I couldn't get enough diskettes nor save the light Ananias edition on them.