General Development Releases
Product Releases
Friday, February 06, 2009
Release .. 7DRL Tomb of Rawdin
Well, Im in before the deadline, I could have spent a few more hours testing/balancing but I’m done..
I cranked this sucker out so most of the code lies within main.c/dungeon.c there is support code I pulled from cnc like my memory management code, astar. It uses libfov, libtcod (+sdl), etc.
The game was designed to kinda play like the original rogue, but without the food factor.
The name was supposed to be in the spirit of the
Amulet of Yendor / Rodney…
Wizardry / Trebor + Werdna…
Rawdin.. Darwin.. only the strong survive…
blah. cheesy I know.
What didn’t make it into the game in time… Quite a few things actually…
The biggest omission was the lack of better magics, and there is no ranged anything. It is all bump combat.
Scrolls and Potions are limited and mostly gimicky but some really do help (cure poison, poison resistance, etc.)
Some of the buffs didnt get used…
If it were continued the todo list would be;
Finish the attributes that were half done
* Fire / Ice / Acid
* More items
* More monsters
* Lessen the AStar affect (astar pathing makes it overwhelming/too precise)
* Ranged weapons/magic?
Dragons on level 10 need to be buffed up a bit more too.
Thoughts…
I did initial design for fire/ice and other stuff but didnt really get around to using them in game. ASTAR makes life hard, as in all the monsters on the map with astar flag beeline to you and suddently your surrounded by 10 enemies and nowhere to go….
LibTCOD has some odd designs.. To print a single char you need 3 function calls (char, foreground + background colours).. Then there is the whole pile of crap that is the TCOD_BKGND_SET flag stuff, set/none/add/blah, but that is just me. Console emulator doesnt give you proper console colours… where is brown? Cyan, light cyan, light green, etc. but hey, I do get 3 variations of yellow, 4 of red/orange. Oh there is a dark brown but its so close to black its worthless. Silver and Grey are so close there is little difference.. only 1 green?
Should at least give us the proper 16 colour defaults, then the extra’s.
At least it has a rich set of functions for defining your own colors
(Nice work there!).
To me it feels backwards (col,row), I’m too used to row,col calling, but thats a personal thing…
Redefines true/false (hello! super bad behaviour!!!) without using stdbool which is not what libfov expects… also means you cant include stdbool in your headers (and the header files are not properly extern’d for C usage)
All in all, these are just minor things easily fixed, despite this, jice did an amazing job on libtcod.
Things I should have done but didnt; Use offscreen buffers for message/stat window rather than redraw EVERYTHING every frame…
I came to like TCOD in the end after the intial cringe, so I might consider movinv CNC from my own SDL console emulation to use TCOD instead.
oh links…
homepage
http://redmine.bloodycactus.com/projects/rawdin/wiki
downloads;
http://redmine.bloodycactus.com/projects/rawdin/files
source;
git clone git://bloodycactus.com/rawdin
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