Tuesday, June 21, 2011

Added movement penalties for appropriate floors

Looking into Perlin noise for map generation here:

  • http://digitalerr0r.wordpress.com/2011/05/15/xna-shader-programming-tutorial-25-perlin-noise-using-the-gpu/
  • http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
  • http://stackoverflow.com/questions/4753055/perlin-noise-generation-for-terrain

Monday, June 20, 2011

Added different floor types
Added items spawning on different floor types (grass spawns on grass floors)

Fixed items and walls code to make it less spaghetti codelike and ease the pain of adding new items/walls

Thursday, June 16, 2011

NPCs (deer) are in with good behavior (fleeing from dwarves, looking for grass etc.)

Tuesday, June 14, 2011

Scrollable maps are go (maps bigger than the gamewindow size), scrolling is fine
Saving and loading of walls are added, items, inventory, buildables etc. should be easy tomorrow.

Monday, June 13, 2011

Building Works

Implemented better pathfinding (apparently not a* and just some bastardization of it?)
Building items work
- Doors
Probably need to clean up spaghetti code at the end of every week, but I'm pretty happy right now making doors.

Sunday, June 12, 2011

And Back to C#

Back again, libtcod rubs me the wrong way because I don't feel like I'm actually doing anything but following the tutorial/using their nice code.

Back to C#, and using XNA 4.0 (faith in C# restored due to Terraria using it? Thoughts from a novice).

Using Oryx's very nice pixelart pack.

Things done that were in the last version of the first try with c#:
Basically everything expect for monsters, dropping corpses, scrollable map (it's fixed right now).

Things that are added due to XNA being nice:
graphics. (Oryx)

Things that are added:
mouse control
usable pathfinding (that doesn't involve just charging through walls in a straight line)