27 Apr 2015

General info - Additions to the battle system?

Wouldn't it be nice if enemies had various attacks? I mean that e.g. wolf would bite or scratch the player.


I came up with this idea around one or two months ago: I thought that I would like to see warlock attack with fireballs, meteor storms etc. Each attack would deal different amount of damage of course.
Cool, yeah? 
Yeah, but... I need to think about this 'upgrade' because of few things:
  • it would require a new formula related to damage dealt to the player
  • damage should be different if enemy has a weapon
  • info shown in the battle log would have to be changed (depending on equipped (or not) weapon)
Luckily, it seems quite easy to do!

23 Apr 2015

Enemies 6/31 - Troll



Name: Troll
Type: Humanoid
Health Points: 35
Damage (min - max): 10- 21
Speed: 1
Items: can carry Weapons, Armors, Helmets, Shields, but cannot use them


Drawn by Retta (for more go HERE)

12 Apr 2015

Enemies 5/31 - Wolf


Name: Wolf
Type: Animal
Health Points: 18
Damage (min - max): 4- 17
Speed: 1,2
Items: cannot and use carry anything


Drawn by Retta (for more go HERE)

10 Apr 2015

Enemies 4/31 - Gnome


Name: Gnome
Type: Humanoid
Health Points: 23
Damage (min - max): 6- 16
Speed: 0,7
Items: can carry and use Weapons, Armors, Helmets, Shields


Drawn by Retta (for more go HERE)

8 Apr 2015

General info / Functions / VBA Coding - Upgrades added!

Cells Dungeon received an item upgrade addition! YAY... or not?

I've decided to add the Upgrade tab to Character / Inventory userform.
First of all, there are 5 categories of upgradable items: Weapons, Armors, Helmets, Shields and Enchantments. The last one contains Enchanting stones (yeah, that the name I decided to use).

IMPORTANT: Unequip items before upgrading them!



Another combobox shows all items related to only one type. To be precise: 'all items' = 'everything that player has' ;)



Enchanting stones will not work the same as I mentioned HERE
"=IFERROR(CHOOSE(C3,1.1,1.3,1.5,1.7,1.9,2.1,2.3,2.5,2.7,3),1)" - such function calculates Atk/Def depending on the item's upgrade level.




'Attack/Defence now' and 'Attack/Defence after' are going to be renamed with something... better. However, these two fields work fine!



Result of upgrade process is visible in inventory- userform has to be closed and reopened (I need to repair this small issue; EDIT: it is no longer needed to reload the userform!). Maximum of item is set to 10 now. I think that it is enough as weapon with level 10 has 3x more Atk than a default one.



There is also a limitation of creating stones with level higher than Lv.3 (again, mentioned HERE).

Enemies 3/31 - Dog

Here, kitty, kityy... oh wiat!



Name: Dog
Type: Animal
Health Points: 15
Damage (min - max): 1- 13
Speed: 1,1
Items: cannot carry and use anything


Drawn by Retta (for more go HERE)

6 Apr 2015

Enemies 2/31 - Pixy

It is Pixy's time!


Name: Pixy
Type: Humanoid
Health Points: 40
Damage (min - max): 3- 10
Speed: 1,2
Items: can carry and use Weapons, Armors, Helmets, Shields


Drawn by Retta (for more go HERE)

5 Apr 2015

Enemies 1/31 - Rat

In 'Enemies' series I'd like to show all the hostile creatures and share some basic information about them.




Let's start with the weakest one: Rat.

Name: Rat
Type: Animal
Health Points: 10
Damage (min - max): 1- 5
Speed: 0,8
Items: cannot and use carry anything


Drawn by Retta (for more go HERE)

4 Apr 2015

General info - Upgrades?

I have an idea: feature which adds to the Cells Dungeon a possibility of upgrading all wearable items!


I'm thinking about adding stones / scrolls / potions that would be used to upgrade items (everything except from consumables). I haven't decided which one of these three names I would use, so let's call them 'IUs' (Item Upgrades) for now. There would be at lease 3 kinds of IUs:
  • IU lvl1- damage / defence +10%
  • IU lvl2- damage / defence +30%
  • IU lvl3- damage / defence +50%
There would also be a possibility of combining two IUs in order to create another one with higher level. It would work only when one IU is lvl1.
Here's an example:

  • IU lvl1 + IU lvl1 => IU lvl2
  • IU lvl1 + IU lvl2 => IU lvl3
  • IU lvl2 + IU lvl3 => ERROR!

Of course that's just an idea and I'm not at my PC now, so I'm not able to code or test anything : (
However, any thoughts about this addition are welcome!

1 Apr 2015

General info / Functions / VBA - Some debugging, improvements etc.

Just a little update about little bugs I got rid of. And a little addition of gameplay info. [long digression inc.]




So, let's start with information first!
Cells Dungeon has some functions and vba code that creates items with randomly generated names and statistics. I wanted this 'system' to produce stupid names- I can't forget Space Hack where enemies had probably the worst names I've ever seen- e.g. 'Bezlitosny Opiekacz' which literally means 'Merciless Toaster'. I decieded to make my idea real and... items have dumb names!

Yeah, pure stupidity!
Names and stats of itmes are based on 4 different variables (shown below). Such combination allows Excel to provide player with a large amount of weapons, armors, helmets etc. Because of number of different items' types, I had to use Vlookup instead of Choose function. Luckily, it doesn't slow down the game!

Another worksheet contains data related to the player's inventory. That's the place where all cells with text and values are being mixed. There is also a magical column L (in case of weapons)! It was added today and it repairs names that were just... without any sense. Well, my for someone 'Sword of Sad' is a good name for a weapon ;>



There were also small errors with code: health potions couldn't be found in the inventory and I forgot to set calculations to automatic after disabling them ;D. Also fixed awful trade's userform.

That's everything for now! Hope you didn't die from boredom!

WARNING: Playable version is coming soon!