Development

Friday, August 20, 2010

Maps

Short but sweet, these two Greyhawk maps have inspired me to revisit my own game overworld map.

http://paizo.com/download/dungeon/desktops/Greyhawk_1600x1024.jpg

http://www.thekeep.org/~wombat/Greyhawk/abyss_cy589_darlene_map_redo.jpg

Posted by Stu on 08/20/2010 at 10:16 PM Permalink to this post.
Filed Under : ComputersDevelopmentFishguts
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Friday, July 16, 2010

Sound

I really need to start working on the sound effects for my game. I think this is going to be a whole new kettle of fish as far as issues go for using the same effects on pc/psp/gp2x etc but it should not be too bad. The first plan is to hopefully just use the SDL mixer and my own WAV mixing routines..

I have a nice USB microphone but it really picks up ANY noise in the house so.. going to take me a while to get some nice sounds recorded for spell affects and such.

Posted by Stu on 07/16/2010 at 11:09 AM Permalink to this post.
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Monday, May 31, 2010

Smoothing rough edges

I’ve finally got around to smoothing some of the rough edges in the combat engine. We have a somewhat animated spell affects flying across the screen, and special cases which I am going through one by one.

* HOLD (done)
* SLEEP (testing)
* POISON (testing)
* CHARM (testing)

Still have another 4 or 5 flags to code and test (things like turning undead, etc).

Posted by Stu on 05/31/2010 at 06:04 PM Permalink to this post.
Filed Under : ComputersDevelopmentFishguts
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Refactoring

I’m in the middle of refactoring some of the combat code to allow me to target any space on the map not just NPC’s. This will allow you to drop gas clouds on terrain and use space between to funnel enemies down etc and play more advatange with the terrain.

Most of my code tho takes an NPC as a target, so I’ve got to tweak things a bit.

Posted by Stu on 05/31/2010 at 11:39 AM Permalink to this post.
Filed Under : ComputersDevelopmentFishguts
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Monday, May 24, 2010

Busy Busy Busy

Things have been pretty busy lately. On the retro front I have a Jiffydos chip coming for the C128 as well as a uIEC/SD for it, which will help lessen the need for ye-olde floppy disks for the C128 and its ability to move the drive out of alignment (all those old drive head banging copy protect schemes and such). Both of these are coming from Jim Brain. Still no word on the Ultimate 1541-II, apparently they are shipping the first 40-50 units very soon, only I know I’m not in that close to the top of the batch :/

Been working a lot on my java client/server roguelike semi-mmo called Deeprun.

And yeah been working somewhat on Fishguts still, you turn over one bug only to find a few more. It is the way of it lately.

June is going to be hectic, Joys birthday, Alexanders birthday, our 5th wedding anniversary. I still need to complete the wooden pendulum clock (5th ann is wood).. so lots of sanding and fitting fiddly parts together but the clock looks pretty awesome (I’m building serpentine).

Posted by Stu on 05/24/2010 at 08:59 AM Permalink to this post.
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Tuesday, May 11, 2010

Playing and bugging

Nothing huge to report lately. A snafu in upgrading my Ubuntu broke SlickEdit, which luckily they upgraded to a new major version which fixed the Ubuntu regression. New Ubuntu and new SlickEdit is nice smile

So, been playing my game, eating my dogfood and doing lots of combat… and I noticed something funny. When you would get close to an archer or the archer would run out of arrows, the AI has them switch to a melee weapon.. and they started doing twice damage. So when they unequipped the bow, instead of removing the bows damage stats they added.. then they equipped a sword and that added the swords damage stats.. gulp! Turns out I had two routines for unequipping items and the monster AI was using an old one that was not used anywhere else, which was bugged, so now everyone uses the same (players, monsters, npc’s).

Several other minor tweaks and things behind the scenes. Some map editing and implementing story and details, slowly growing my game.

Tweaking my random dungeon routine, I already have Cellular Automata for organic cave generation, now I’m appropriating my dungeon generation routine from another one of my roguelikes, this one generates rooms and corridors, it has some nice properties that I like that you don’t see in a lot of roguelike dungeon gen routines, namely corridors can loop back on themselves and link up and connect rooms. Most routines in the RL community create a branching dungeon that is somewhat linear in its layout, they don’t link back on themselves, which I think is a pain for gameplay, but it does drive you forward.

I’m still trying to come up with a good name too :( Maybe in the end I’ll stick with Fishguts, which was not my intention.

Posted by Stu on 05/11/2010 at 09:35 AM Permalink to this post.
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