Sunday, July 4, 2010

Post 1!

So for the past week I've been working on a roguelike and it feels like to time to get some things written down. Things I have done (roughly in order of completion time):
  • made a map that refreshes when things change
  • made walls with hp that can't be passed
  • made items with hp
  • made creatures with hp with movement ai (currently attack the nearest other creature searching from the top left) that can't be be passed
  • made a cursor that displays its position, what's under it, and the HP of what's under it
Things I would like to do in the future:
  • create the concept of time - movement and attacks should all take certain amounts of time
  • separate attacks and movement
  • create atk damage
  • create atk damage types
  • create inventories/allow creatures/walls/items to hold items
  • have things drop things on certain conditions (death, injury)
  • jobs: allow user to dictate orders directly to certain creatures
  • jobs: allow user to dictate orders indirectly to certain creatures
  • improved pathfinding/movement ai (hard stuff: walk around walls, medium stuff: go for the nearest thing, easy stuff: run when you're at low hp)
  • allow creatures to have more complex behavior (ex. go toward the item of highest value and kill anything that attacks you)
  • workshops/functions - if this creature goes here with this job and has these things in its inventory, do this process for this amount of time and produce this item(s)/do this function
  • smellmap/soundmap - more later

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