Thursday, July 22, 2010

Did some more work on workshops:

workshops now appropriately take the correct amount of starting materials to make the desired product

next up is implementing action points to be used up to make things, deciding how to implement menus for workshops, and making workshops able to take different inputs to make different items

Sunday, July 18, 2010

worked on adding workshops; the actual objects are now implemented into the map.
creatures can now be commanded to walk to the workshops.

learned how to use mercurial! Hopefully now if I make a catastrophic mistake, I'll be able to recall it.
Feature added:
Creatures can now be ordered to pick up a specific type of item

Thursday, July 15, 2010

Been having some trouble trying to implement workshops and haven't had that much time to work on this.

Workshops hopefully will be done by the end of this week.

Congrats to Aryoc for getting GC 0.1 out!

Saturday, July 10, 2010

features added last night:

multiple items can be on a single tile
walls drop rocks on destruction
creatures drop their inventories as well as their corpses

pathfinding thought about and resolved; all that's needed now is to actually implement it

need to work on faction orders
need to work on workshops

Friday, July 9, 2010

Video!



Short clip of what I have right now. I set the game loop sleep to 1 second per turn so you can actually see what's going on; the only issue is that it makes the cursor movement sluggish when the game's not paused. The elf inside the room opened the door (/) at turn one which is a shame, because you could have seen it turn from closed (+) to opened. The door has a faction assigned (which is silly in hindsight) so that only creatures on faction 2 can open it, but I guess it's just as easy to make it only so that creatures with the hands tag or whatever can open it. Elves (E) are currently the fastest things with movement and attack speed 1. I gave the troll a weapon (spawned a 2 right under him and he picked it up).

Also, a sample of a creature right now from the save:

2:E:7,11:5:1:1:1:2

I use : to demarcate separate info.

2: List number, not important really
E: appearance, elf.
7,11: where it is right now.
5: HP
1: attack speed
1: movement speed
1: damage
2: faction #, doesn't attack any other creatures on faction 2

Also, at around 1k lines of code in c#.

Thursday, July 8, 2010

FL

If you've happened upon this post and you don't know what DF is, click the link and get playing. Lots of people really like the game and I think tigsource was the first crowd to start playing with it (at least that's where I first saw it). I think the best way to put it to a casual crowd is that it's the Sims in a Lord of the Rings (fantasy) setting, and you can build things and watch things fight. The graphics are traditionally ASCII (or single character, so an 'E' is supposed to be an elephant).

Anyways, DF and Toady, the creator, are really cool and people like to play DF, except it's got some issues. The big ones (perceived or real (I really don't want to get into an argument on this)) are:
  • the graphics turn people off. I have a friend who's looked into fantasy and Warhammer and whatever but he refuses to touch DF because of the roguelike graphics. Even tilesets can't take care of this initial impression that reddit and the general populace has created.
  • new players feel overwhelmed. Captainduck of SA makes good tutorial videos, but a lot of people who play games don't like sitting through 50 minutes of video to do things. They just want to...uh, do things.
  • Part of this is the interface. Menus aren't consistent, and remembering all the hotkeys to do various things take time.
  • Different features are in different stages of development. Until recently the military and combat were broken (I'm actually not sure if Toady has released the fixed version yet but whatever). The new hospital feature was broken (I know this was fixed last version).
  • It gets unplayable when you have over 70-100 dwarves. It literally takes a second to have a single creature move one space, something which is unbearable when you have dwarves zipping off for trees at 100 distance over 10 seconds in the beginning.
  • Updates of actually playable versions are sporadic.
  • Stuff gets boring unless you're an inventive person. (see: Spore).
The beef I've personally had with DF is that I feel combat is dull. Very very dull. Goblins or whatever come to attack you and you can either powerlevel your military so it's cake, add traps so it's cakes, or watch disinterestedly as your dwarves fight it out with the monsters and look at all the cool combat reports (which are cool, but after a few iterations get tedious). Also, why are the goblins attacking? From a story standpoint, I guess dwarves and goblins are NATURAL ENEMIES, but I think it's good when people know motives and it's not assumed.

Given that I'm not a super patient person and that I feel like I can do some things for myself, I've set out to make my own fortress-like (FL). The idea I've had in my head for what FL ultimately (or a good checkpoint) should be able to do:

The dwarves have constructed their fortress. After long periods of refinement, they've managed to recreate Draupnir, which will make them rich beyond their wildest dreams. Unfortunately, such a cool ring drives the dwarves in the fortress crazy with avarice, and news of their wondrous creation attracts trouble. Goblins (and any other sentient creature, no racial profiling here) organize and set up sieges. They build catapults, battering rams, and other things to destroy the walls so they can penetrate the fortress and steal the ring.
I've written way too much, so you can read into the above ramblings and description as much or as little as you want. Also, if anyone can suggest an easy way to record a short video, I can show you guys what I have right now.