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Announcement

MinST for Linux

MinST new download runs on Windows and now also on Linux. It has 3 folders:
- Common: contains graphics, musics... Don't delete this folder!
- Linux: contains Linux binary and its dependencies. Windows users can delete this folder.
- Windows: contains Windows binary and its dependencies. Linux users can delete this folder.

MinST stores all its data in the current folder and sub-folders. It will not store data anywhere-else, not even in Windows registry.

Progress Report

Revive MinST

I'm taking part in the Revive the dead 2 event. It is an excellent opportunity to bring MinST back to live and finish the project. Here are the progress made during the event so far.

Difficulties had and unexpected challenge
Most of the difficulties came from the improvement of the code to enable the development of new features. The code needed massive refactoring. This is a risky challenge because it could lead me to break the whole game. As it was old code, I had to rediscover its logic and this raised yet again the complexity of the task. But I managed to make the necessary improvements.

New things added
Maps are no longer limited to a single screen composed of 10 rows by 17 columns. You can scroll large maps by moving the cursor close to the screen edge.
The map editor now handle the scrollable maps. I also improved its interface to ease tile alteration and unit placement. Instead of typing command lines to alter tile and put units, you use direction keys and choose action points and health points in a simple menu.
The AI now has configurable behaviors to wait for player moves, defend/guard a location or hunt the player. The new map format allows using these behaviors but the map editor doesn't have a menu for it yet.
I also drew a cart unit for capture mission as well as a new set of walls to show who's on the defense side and benefit from the wall.

Old things removed
I removed the command line map editor where you had to open the tile set with a picture viewing software and type the tile ID to make changes.

Planning and putting together
Element I need to finish:
* build the unit logic for capture missions
* develop reinforcement to add new units while playing
* build the new wall logic to protect units behind the walls and leave units in front of the wall vulnerable
* build the campaign

Where you are now with the game
85% of the engine is completed
1% of the campaign/story is done: I just have a general storyline in mined.

Whether you think you'll finish/have a demo ready by the end
Every time I make a significant improvement to the game, I update its download. So you always have a playable demo.
I'll most likely not be able to finish the campaign but you can have fun playing the 18 maps and building some with the map editor.

Progress Report

Screenshots update

All screenshots are now updated with the latest game assets. Enjoy!

Progress Report

Some new features

Here are a some features I implemented in the new download:
* A fully functional crossbowmen unit: both the human player(s) and the AI can use it!
* A scoring system based on victory statistics and a victory hall to show your best achivements.

Progress Report

MinST now has a graphical interface!

This interface overcomes the severe limitations of the initial console ASCII display. Most notably it removes the flickering screen refresh. It is build using the SDL2 library.

The game mechanics are intact but the maps had to be re-sized to fit the new display.

The ASCII display version is still available at http://rpgmaker.net/users/Irog/locker/MinST_ascii.zip

Progress Report

AI uses archers

Now that the votes for the No-RM event are over, I've added a feature which wasn't ready at the event end date. The AI is now a bit smarter and is able to use archers! I've also added 3 maps where archers are keys.
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