Embarrassing that there's still a bug in pathfinding, but I fixed it. (only applies to player commanded move, where a check was being made too early).
"The dwarves have slain the monsters inhabiting the tallest mountain and have embedded deep within it their fortified home. There, after endless refinement, they have recreated a legendary artifact of unfathomed power. The relic drives the dwarves mad with avarice, and news of their wondrous creation attracts trouble. Other races feel the draw of the artifact and lay siege to the fortress. Meanwhile, the gods frown upon such a presumptuous race, and ponder their divine genocide..."
Saturday, July 21, 2012
Annual End of Summer Development Pause
School is starting in August this year, so the development pause will begin a little earlier this year. I've already distributed a playable version to friends, but I'm hesitant to put it up on the web without knowing what I'm getting into. Development will be scattered if not nonexistant for a while again.
Friday, July 13, 2012
Added the first two gods, Arur and Obmzhgak!
Added the quest system and tested it with a single quest! (After worshipping Arur, find and kill his nemesis. Then bring back his heart as proof.)
Worked on lighting a little bit: expanded the light radius of fire and used the canSee line drawing algorithm instead of straight distance.
Added the quest system and tested it with a single quest! (After worshipping Arur, find and kill his nemesis. Then bring back his heart as proof.)
Worked on lighting a little bit: expanded the light radius of fire and used the canSee line drawing algorithm instead of straight distance.
Thursday, July 12, 2012
Wednesday, July 11, 2012
Added other sentient races: if you attack them they'll attack you back. If you give them enough items, they'll follow you and attack who you attack! Otherwise they just wander around. They also do the same actions for other NPCs.
Added a give command so that you can improve relations with sentient NPCs.
Played with river generation a little more.
Played with factions; need to globalize them rather than having them be individual to each NPC. Or maybe not? Might be interesting to just average all the faction data from each type of NPC to derive a global faction relationship list.
Maybe at entering a town of that NPC type reset factions for all NPCs to their aggregate averages.
Added a give command so that you can improve relations with sentient NPCs.
Played with river generation a little more.
Played with factions; need to globalize them rather than having them be individual to each NPC. Or maybe not? Might be interesting to just average all the faction data from each type of NPC to derive a global faction relationship list.
Maybe at entering a town of that NPC type reset factions for all NPCs to their aggregate averages.
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.
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.
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!
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
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.
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
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!
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!
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