The project in its current form begins here. Now called SUD, the remnants of a previously-scrapped project (Gorp) have been brought in to be scrapped and refactored into a new game. The old code ported over was mostly really boilerplate stuff, such as low-level rendering libraries and the like; no actual gameplay elements were present, so I consider this to be the effective beginning of the Krasten project.

  • Updated the title screen and copyright information.
  • Stripped out a lot of old, unwanted code from the scrapped Gorp project.
  • Added a working input and output buffer.
  • Added an intro screen, improved the logo.
  • Added a text input parser.
  • Added a save/load system and a persistent world state.
  • Added a “help” command.
  • Ported over a version of the Industrial Sector from SporkMUCK.
  • Added rooms and a player character object, allowing the player to start the game and look around.
  • Added an option to skip the intro.
  • Added an exits listing to rooms, and an “exits” command.
  • Implemented a movement system.
  • Added doors that can be opened and closed, plus a flag to mark them as locked or lockable.
  • Added custom door names.
  • Added a false room, to allow for permanently-locked doors.
  • Added a “roominfo” command.
  • Game now auto-saves when closed, and periodically during gameplay.
  • Added “quit” command.
  • Added encryption for the game data.
  • Items can now have attached inventories (e.g. bags).
  • Added items, which the player can now take and drop.
  • Added a heartbeat/tick timer for scheduling game events.
  • Added NPCs, spawning, social actions and movement.
  • Added travel fields on rooms to determine NPC movement range.
  • Added a language system.
  • Some NPCs can now pick up items left on the ground.
  • NPCs can now have differing levels of health based on dice rolls, plus predefined skill levels.
  • Various tweaks and performance improvements.