Cracks and Crevices
Wednesday, January 23, 2008
Git and Cracks and Crevices, 7 Day Roguelikes blah blah blah
I’m slowly migrating my development work from bazaar to git as my version control system of choice. The first time I tried git I did not like it, but the newer versions are much nicer and so far, I’m not looking back.
I had to muck with repository permissions to get gitweb working correctly. meh. http://bloodycactus.com/git gives you a web view of the repo/commit info etc.
Its very… disconcerting to do a commit AND push have it return instantly where bazaar would just… work its magic and come back after a minute or two. The speed difference is truly amazing, and for the most part I have kept the exact same work flow, all I needed to add was a push step after I commit. Obviously bazaar was pushing the entire file over sftp and git is only pushing the deltas but even for small files thats a huge difference.
It would be nice if when I did a commit, like bazaar, it auto gpg signed my commit.
Right now I have a public read-only git repository for one of my roguelikes and write permissions for me using gitosis, making Cracks and Crevices my test project, which you can pull from
git clone git://bloodycactus.com/cnc.git
On to other game development news, I’ve made my redmine install available publicly now too (here). This puts the bug and issue tracker, wiki, etc all open to the public in a read only mode.
Since I am keeping all the design notes in the wiki for Fishguts, I made its user status private (it has the walkthrough and all the other import bits in it, and I cant restrict what pages are public and non-public)... I think what I really need is just to have a secondary private project whereby the wiki is all I use in it so all the issues and other bits are public sans the wiki.
Hmm I need to think of an idea for this years 7 Day Roguelike (7DRL) competition. I can reuse the framework of CnC, just need to re-write it.
Filed Under : Computers • Development • Cracks and Crevices • Fishguts •
Tags: Bazaar • DVCS • GIT
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Wednesday, January 09, 2008
Magic! Shazam
Started the last piece of the 0.4 release schedule puzzle last night. Basic magic/spell engine code.
When a player starts and he buys their first spellbook, Brilhasti will throw in two beginner spells (I haven’t decided which ones yet, probably some basic magic missile type spell and some random one).
I added data to the actor for known spells, I just need to add something to spellbooks/scrolls so they know what they contain. (You have to ready a spellbook to be able to cast from it). There will be two keys for spell casting, ‘c’ to cast directly in front of you, and ‘t’ to target a spell to cast. Targeting will be slower since things still happen in semi real-time and while your trying to target a monster. Targeting will be automatic, ‘t’ will cycle through monsters in your current field of vision.
Targeting will also be used for missile weapons like slings and archery, ‘t’ to select target and ‘a’ to attack.
Balancing is needle point right now, as the player at the start is fairly evenly matched with the start monsters that will be encountered. One just has to hope one does not run into one of the specials right near the start ^_^;;
I have to play through a lot more to see what the balance is like for beginning players who are trying to focus on magic over melee weaponry. Right now the beginning strategy is more to start with melee weapons and once you have survived a bit, graduate to using spells when you have a good melee weapon (not forgetting that bulkier/bigger weapons and armour have an affect on mana regeneration….).
Filed Under : Computers • Development • Cracks and Crevices •
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Friday, October 26, 2007
Die Monster Die
Did about an hour of work on CnC tonight, I cleaned up monsters dieing and doing gold drops.
Yes, we now have gold drops, depending on what each monster carries around, there is a chance when they die they will drop loot.
I am still building toward an 0.4 release and its looking much nicer than the 0.3
screen shot behind the more
Cold Hard Cash and Directional Facing LOS

Filed Under : Computers • Development • Cracks and Crevices •
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Monday, July 16, 2007
Fixing Rounds
I spent yesterday ripping out all the attribute and ‘round’ code and rewriting it. There were some serious deficiencies (aka bugs) in the previous code that handled moves/rounds.
Its now smaller, more efficient and much easier to follow than the old code.
The new timer attribute code also works much better, the only side effect in the new timer code is that it ties itself to a particular item which is inconsistent for things that are oneshot (potions, mushrooms, gems etc), since these are a single special case its easy to handle, I’m debating if I will make the used item hang around like a phantom until all of its affects are worn off.
The 0.4 release is shaping up very nicely, I’ve put in a ‘win state’ which is not the true end game but its enough to keep to the game winnable for the time being and give players a goal for early releases.
Filed Under : Computers • Development • Cracks and Crevices •
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Monday, July 09, 2007
SDLRL Cracks and Crevices 0.3 Release
Fixed a nice showstopper bug in key handling
Downloads;
cracks_n_crevices-0.3-win32.zip (now includes SDL.dll in download)
cracks-n-crevices-0.3.tar.bz2
Changelog;
0.3 20070709
- Removed dependancy on SDL_Image
- Removed win32 debug console
- Brilhasti will boost new characters mana first time only
- Fixed bug in passing cooked keys back to gkey loop
Filed Under : Computers • Development • Cracks and Crevices • Releases •
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Sunday, July 08, 2007
SDLRL : Release 0.2
Did some work on Cracks and Crevices 0.2, enough to fix some showstopper bugs and get another basic release out there…
Tested on Ubuntu 7.10/AMD64 + WinXP Pro/sp2
Downloads;
0.2 20070708
- Fixed resolution selection and printing its error message
- Maps now have a userdata section for extra info pertaining to that map only
- Removed vs8 project for disuse
- Added lua to aid in debugging (only built for debug version)
- Added debug console
- Reduced the flicker + Screen Redraw
- Fixed Load/Save bug
- Stopped SDL initialising modes greater than current desktop mode (win32)
- Stripped encoding from messages
- Screen will now update even when player does not move, so now monsters animate toward the player
- experimental facing LOS
- Fixed bug where los can capture things outside drawing portal which caused crash
- Added a few extra debug commands
Filed Under : Computers • Development • Cracks and Crevices • Releases •
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