Phew, this was probably the most difficult feature to implement ever. Now it works though. A lot of you probably forgot about what project I was working on, so let me remind you: I am trying to make a isometric roguelike, with a lot of monsters and items and stuff. A game like this usually has a lo…
Been a bit buizy with school, but found enough time to make a system where the level is generated in a separate process. The idea is that I can use that later to pregenerate the next level while still playing the previous one. Unfortunately, I can't do much loading while the level is being generate…
Let me start with the boring stuff: I implemented a system where items show the "Fake name" until they are identified using a identifier or by being used. The new name is only used in the inventory, since I now need a more complicated API to know the real name.
Now the interesting, philosophical par…
Now the interesting, philosophical par…
I hate these types of improvements since you can't even see them at the surface, in fact, the game has become worse since I haven't moved all the old monsters to the new system yet. I have basic functions for parsing the parsed XML and passing the values to any constructor. This involves two functi…
So, I am trying to implement the XML. In the process, like usual, I got distracted by other stuff, like building a GUI for making combat maps. This small program (195 lines of code) allows you to draw rectangles on the gridded area, and then edit their attributes, like armor slot that protects it, …
Now, I am 2 days behind schedule, but throwing potions works mostly. The idea was that if you threw a potion at a monster, it would explode and apply the potion effect to all monsters inside the radius. Yesterday, I had it working that you could hit a monster using a potion, and the effect would be…
I was not looking forward to doing the re-structuralization required for making ranged combat work, so I made a cheat system first.
In the process, I found some bugs in the way the game decided when to redraw the screen. To be exact, the screen was redrawing every frame instead of only when chan…
In the process, I found some bugs in the way the game decided when to redraw the screen. To be exact, the screen was redrawing every frame instead of only when chan…
So, I was working on the ranged combat system, and now you can throw items one spot by default, and I can set weapons to a custom range. I also found a couple of bugs in the system that only updated the display when it needed to, which made a nice animation when the dagger was flying. What is a bit…
So, I spent the first hour of my time today debugging my combat system. I made a really nice overview of where I had last been hit where the monster was aiming for etc. However, it turned out to work perfectly so I wasted my time.
Next, I redid my speed potion. Modified my getspeed() function to tak…
Next, I redid my speed potion. Modified my getspeed() function to tak…
So yea, I have a even better system for deciding who gets to move when. The last system was based on giving each object getting a amount of energy dependent on its speed, and then moving the maximum amount of times supported. Now I add a certain amount of energy to each object at the beginning of t…
As you can see on the picture, the most visible change is a way to make the log lines colored. You can choose from gray, white, red, yellow, and green right now. All you need to do is print "1}line" to get it red, but I am going to change it to "r}line" to make it easier to remember.
The title says …
The title says …
Now, I have a light system. You can't see a lot of the map unless you have explored. The system is pretty ugly and slow, since it just keeps a boolean grid that stores about every tile if it's visible or not. When you move, all tiles within a small radius are marked visable as long as nothing is bl…
So, I finally improved my list of monsters. Last time, I showed you I had everything in the __init__ of the world object, now I have a fancy system. All you need to do when you define a new monster, is make sure your arguments are the same as the default, and do it like this:[code=auto:9054]class w…
As you can see, there are some changes to the graphics, since my artist finished the first drawing. Spend half my time today changing the level generator so it would choose the right wall type, but when I finished, I realized I would need to do it again since a bit of floor is showing outside of th…
Well, I have been working on the item system today, but its pretty complicated. The trick is that every item can only be at one position at once. A lot of the time, when I dropped items, I either removed them from my inventory, found something was wrong, and lost my reference to it, and so it disap…
As you can see in the screen shot, (or if its to small, as you can't see) the top of the screen is cleared now and displays stats. The right side shows what is happening to your combat. As you can see, when the accuracy increased, (the mountain message) you were suddenly a lot more likely to hit wh…
So, I was feeling a bit less motivated, so I decided to keep a blog again! Unfortunately, this meant I had to delete my old blog, but luckily I could keep the points I got from there.
But, this blog is supposed to be about my project. So a while ago, in august 2014, I decided I had done enough simpl…
But, this blog is supposed to be about my project. So a while ago, in august 2014, I decided I had done enough simpl…
Advertisement
Popular Blogs
Advertisement