Tuesday, July 10, 2012

Swapped to nonfixed update time. Seems to be more consistent and fixed the "slippage" issue.

Added evasion and randomness to attacks.
Tweaked some stats numbers.
Added a UI item for the current building item.
Added UI feature so that if you click on the message list it expands/shrinks.
Edited hunger so that a full bar is 10 minutes - chikkberries refill 1/3 of this.

Sunday, July 8, 2012

Played around with throwing items a little today.

There's something weird with XNA and C#; I'm suspecting that if the program doesn't reach its framerate requirements, code is just dropped. On a map with 50+ NPCs, reducing a NPC's HP to/below 0 registers a kill from the Player Object perspective, but doesn't reach the remove NPC from the total map's NPC content in the NPC setHP method. This is obviously a huge problem, so I'll be reading up on how XNA works in more detail.

Friday, July 6, 2012

Exp and leveling is in; just need to adjust some numbers and add saving of it.

Added a few new items (Deer Pelts, Beds, Gems) and recipes (sword, armour, magic ring). Need to add deer dropping pelts, and gems as a rare rock wall drop.

Beds need functionality added, but should be easy.

Edit: saving is done, pelts are done. Things are so nice and easy now with all the code revisions!

Thursday, July 5, 2012

Revised and cleaned up building code in preparation for the big push to add more items/buildables/monsters.

Added the build menu; everything is pretty much set!

Tuesday, July 3, 2012

Lot of restructuring. Almost done with everything; just need to pass the additional dictionaries into the map  object , and handle the constructors for everything to take in the map object rather than each individual list/dictionary in the map file...

Pretty boring work.

As it is right now things are good though and speed (cpu non-usage) has been increased dramatically.

Redid the fog-of-war map stuff as well.

Monday, July 2, 2012

Cleaned up the fow map update again - should be much faster that it does at most something like 196 checks rather than a possible 40,000.

Player's equipped items are now saved as well.


Sunday, July 1, 2012

Big implementation:

Item saving should know whether or not they are equipables - DONE

I learned how to use XML to do this! The items now have an xml file that's pretty easy to edit and work with and also has the bonus of converting between different item child classes easily. Now all I have to do is call an item by it's name and it's completely implemented correctly from the xml file. This also means that adding items will be extremely easy!