Good news, everyone!
Well, it is not really good news, my notebook decided to follow shining example of my stationary computer and now it is no more.
I didn't lost source codes, because, after some past events a bit paranoid about them, so I have to find some solution.
Update: My friend promised to lent me one of his notebooks, until I'll assemble new computer. It is really good, because I am a bit short on cash now.
Mar 10, 2012
Mar 8, 2012
Bugs
I wrote in last post, that 0.0.8 has four bugs to fix.
So, I decided to fix them first and began with the most annoying one - different elements (poison, air, fire etc) interrelations.
1. I put elemental relation to race description, so now all creature of one race would have same table of elemental relations and player would be the only one creature with own table. It is reasonable, simple goblin lives few turns in players FOV and don't need his own table of elements. ^_^
Well, it is done. I just need to set every race its own elemental settings and start next.
2. Fixed map generator bug, I am not 100% sure, but it stoped reproducing. Also, I meet door bug at pregenerated maps, fixed it.
3. Fixed talk script bug. It didn't show skill name and skill description.
So, I have only food balance and bug section for 0.0.8 would gone completly green, good!
So, I decided to fix them first and began with the most annoying one - different elements (poison, air, fire etc) interrelations.
1. I put elemental relation to race description, so now all creature of one race would have same table of elemental relations and player would be the only one creature with own table. It is reasonable, simple goblin lives few turns in players FOV and don't need his own table of elements. ^_^
Well, it is done. I just need to set every race its own elemental settings and start next.
2. Fixed map generator bug, I am not 100% sure, but it stoped reproducing. Also, I meet door bug at pregenerated maps, fixed it.
3. Fixed talk script bug. It didn't show skill name and skill description.
So, I have only food balance and bug section for 0.0.8 would gone completly green, good!
Mar 7, 2012
Magic 3
Refactoring of magic code has been done!
Next step in magic development would be advanced spells and spells combinations. Spells would born another spells, explode etc.
For example single spell can has few objects (spells) inside, for example, fireball would start as fire arrow, then if meet collision it would born new object 3x3, 5x5 explosion etc
So, now I returned to traps development.
update:
cleared bugs section, so, we have 3 technical bugs and 1 balance bug left.
Next step in magic development would be advanced spells and spells combinations. Spells would born another spells, explode etc.
For example single spell can has few objects (spells) inside, for example, fireball would start as fire arrow, then if meet collision it would born new object 3x3, 5x5 explosion etc
So, now I returned to traps development.
update:
cleared bugs section, so, we have 3 technical bugs and 1 balance bug left.
Mar 5, 2012
Magic 2
Fixed spell according to new spell storage and objects methods.
I have animation left and few issues of spellcasting.
Also, updated dev. page.
I have animation left and few issues of spellcasting.
Also, updated dev. page.
Magic
You know, it isn't that difficult as I thought!
There is no need to rewrite all code, 95% of it works and works well enough, but there was critical issue: code of magic, bullets etc has real OOP problems, Code was removing magical object every time when it should be removed, so it makes code big and really odd. Also, from time to time there were actions collisions and, for example, object was remover before it did something important.
I added just one flag, it mark object as "should be removed" and it would be removed at the end of it turn.
This let me to cut bulk of repeating check code, making it simple, easy to read and stable.
There are few issues yet, but I think that would finish objects in a day or two.
Update:
I have finished objects moving, collisions with creature and removing objects, fished there task (it was real problem).
So, I have to add animation tail for objects and final animation for explosions and, well, we are done here, I would return to traps.
There is no need to rewrite all code, 95% of it works and works well enough, but there was critical issue: code of magic, bullets etc has real OOP problems, Code was removing magical object every time when it should be removed, so it makes code big and really odd. Also, from time to time there were actions collisions and, for example, object was remover before it did something important.
I added just one flag, it mark object as "should be removed" and it would be removed at the end of it turn.
This let me to cut bulk of repeating check code, making it simple, easy to read and stable.
There are few issues yet, but I think that would finish objects in a day or two.
Update:
I have finished objects moving, collisions with creature and removing objects, fished there task (it was real problem).
So, I have to add animation tail for objects and final animation for explosions and, well, we are done here, I would return to traps.
Mar 4, 2012
Magic.
This is horrible.
You know, friends, I think, that rewriting code is bad game.
You can rewrite part or refactor it, but total rewriting is horrible!
Magic code is one, that I am not proude of.
It works, but I don't know how!
Thats why, there is no magic in FFHtR for that years. =(((
I will delete all magic code, and will rewrite iit from scratch.
Whish me luck, guys, I need it, it is really act of bravery.
This is horrible.
You know, friends, I think, that rewriting code is bad game.
You can rewrite part or refactor it, but total rewriting is horrible!
Magic code is one, that I am not proude of.
It works, but I don't know how!
Thats why, there is no magic in FFHtR for that years. =(((
I will delete all magic code, and will rewrite iit from scratch.
Whish me luck, guys, I need it, it is really act of bravery.
Mar 3, 2012
Traps
It looks like I have to start refactoring of magic.
well, I have finished basic traps. Oh! You will like them! Traps would be completly horrible, deadly and interesting!
They wouldn't be just standart roguelike traps - you hit the trap and it acts. It would be firespitting pillars, pressure pads, trap combinations etc. When I'll finish, this traps, alone, can make enough fun in the dungeon.
I linked traps to spells and found, that if I want traps to use magic I should repare it.
well, I have finished basic traps. Oh! You will like them! Traps would be completly horrible, deadly and interesting!
They wouldn't be just standart roguelike traps - you hit the trap and it acts. It would be firespitting pillars, pressure pads, trap combinations etc. When I'll finish, this traps, alone, can make enough fun in the dungeon.
I linked traps to spells and found, that if I want traps to use magic I should repare it.
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