Monday, June 25, 2012

Worked on saving a little and worked on worldgen a bit

Friday, June 15, 2012

Mainly bugfixes and optimization - now that combat isn't the only source of damage I needed to make sure dead checks happen right on going below 1 HP - otherwise silly things like dead monsters still attacking or attacking already dead things happened. Also cleaned up some holdovers from the previous hardcoded 5-squares-around-the-player check for explored map objects and vision in general. This means that fog-of-war and explored territories are fully accurate now.

Tried to complete saving and loading - currently exploring the built-in c# serializers but I think it's likely I might just go back to plaintext and worry about encrypting it later.

Added drop tables for monsters.

Next up will be fully finishing saving/loading, playing with enemy/ogre spawning, fleshing out the world gen so that the world map represents tons and tons of smaller maps, or playing with map generation. All good things to do!

Thursday, June 14, 2012

Added knockback effect: sends effectee flying backwards a certain distance or until they hit something they can't pass - in which case they take damage unmitigated by defense.
Added berserk effect: increases speed and hp, but decreases vision and takes dp(action).
Added ogres: they berserk if they take any damage, and do increasing knockback based on their hp.

This was a lot of fun to watch and test: after the recent combat changes, the player by default can't do enough to damage to pierce the generic enemy's defense. So to kill any of them, I needed to setup an enemy between myself and a wall and then hit them into it for knockback damage.

Ogres are really, really tough. I setup berserk so that you gain an initial 50% HP, but you lose 10% every time you can act. Berserk lasts for 5 of your initial turns. So for a monster with 10 HP, you'd go to 15 HP, but rapidly lose 1 HP for 10 of your turns (as you're moving at double speed), until you end berserk at 5 HP. The problem is ogres have pretty high defense and hit hard in addition to their knockback damage - if you're stuck in a corner ogres will drop your HP incredibly quickly. Even with the player getting 10x their HP, and 2x their base attack I still died to a single ogre. Not really a monster to mess around with especially without ranged attacks.

Tuesday, June 12, 2012

Added line-of-sight via Bresenham's LA.
Added equipables (weapons, armor, accessories) and a really basic randomized loot generator!
Added equipment screen.
Added using equipment in combat/speed calculations now.

I've been using Trystan's blog (as well as Roguebasin which I think I've cited before) for examples on how to implement things.

Monday, June 11, 2012

Added general effects class (for item usage, buffs/debuffs, etc etc)
Added item use functionality (only one item has a use so far: basic healing grass item)


Sunday, June 10, 2012

Added the inventory menu.
Redid the NPC and player classes so they inherit from abstract general character class.
(Item use still not functional yet though, but almost there!)

Blogspot has changed again...

Added a title screen menu and figured out how I want to do menus in general