Monday, May 31, 2010
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.
Filed Under : Computers • Development • Fishguts •
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Tags: Combat
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 ![]()
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.
Filed Under : Computers • Development • Fishguts •
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Tags: Bugs, Combat
Sunday, January 31, 2010
Combat
Aaah the smell of freshly upgraded stats when casting a haste spell.. Yes I spent some time this weekend working on the combat engine, I’ve got all spells working that run over set number of rounds and alter stats.. I need to enable the targetting code and the animation code is mostly built to handle the spells being thrown across the map. Once targetting is done I can better do the fireball explosions and other area affect spells. Thankfully code reuse is good, I can use my existing ranged weapon target code.
Filed Under : Computers • Development • Fishguts •
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Tags: Combat, CRPG, Design