Thursday, September 22, 2011

Development will probably grind to a halt for a while as I get through dota2, grad school, interviews etc. Check back periodically but probably not till 2012!

Wednesday, September 21, 2011

Added "fire" as a craftable item that repels wolves, but due to how pathfinding is specific to an exact coordinate, if that coordinate isn't movable to (e.g. a wall) the wolf just gets stuck.

Added "degrades" tag to items, so they expire over time.
"fire" has this tag, so you can craft it, repel wolves for a few seconds, then get eaten alive as the 10 wolves that are stuck around you get unstuck.

Also ran two stress tests:
200 deer all pathfinding at the same time: very choppy, but still runs.
Running for as long as it can: 30 minutes before the closedList of a pathfinding wolf threw an outofmemory exception, so I fiddled with that. Running it again as I post this (at 10 minutes right now).

Things I'm working on before it becomes a proper game: getting flee to work correctly for wolves, field-of-view to work correctly, tags for buildings/remaking the whole buildings thing, and then altars and gods.
Kludged NPCs together again.

Wolves are in, and are killing everything in sight pretty quickly.
Added day/night cycle.

Working on getting wolves working, but I'm having problems deciding how NPCs should work.

Monday, September 19, 2011

Changed options for spritebatch draw to make zooming not blurry and added oryx's lofi font (thanks to poemdexter for showing me how to do the first and for the reordered bitmap font!)

Added messages (you killed a goblin, chopped a tree, etc.) box at the bottom.

NPCs/Players drop corpses on death, and are added to a "dead list" (again, thanks to poem for this idea. For his roguelike he was thinking about necromancy/zombies etc.)
Added fog-of-war to the game.

From a design standpoint, I wasn't really sure what I wanted from a roguelike or DFlike in general. After playing a little minecraft and DCSS today I came to the conclusion that exploration is interesting, and having the whole map revealed though convenient, is pretty boring. This is probably intuitive to anyone reading this, but it's not really something I thought about until now. Anyways, have a screenshot:

Also, added saving of turns (will be used for weather, tides, day/night cycles, and seasons.)
Still need to add saving of HP, inventories, and now the fow map.
Also need to add a more functional fow (walls should block vision).

Saturday, September 17, 2011

NPCs and players can now drop things on death.
Saving and loading almost fully implemented (just need to add saving turns, HP values, and inventories).