Small upgrade for game windows. It has pretty borders, shadows and textured paperback.
Plus, GoodSir redesigned it's content.
While he is drawing new content for version 0.3 (and there are A LOT of work to do) I'll refactor inventory and prepare it for 0.4 upgrades.
Showing posts with label inventory. Show all posts
Showing posts with label inventory. Show all posts
Apr 1, 2015
Nov 16, 2011
0.0.8 development schedule
This is next version development schedule.
No more delayed versions for "one additional" feature.
Crafting:
* Item disassembling. done
* Item crafting. (for this patch: weapon, armor, cloth). in progress.
Magic:
* Spells memorization system. (I think that Craw system is worth "stealing" ^_^).
* Starting spells and spellbooks.
* Basic spells, one per category:
1) buff .
2) debuff (for ex. curse).
3) summon.
4) control (for ex. fear).
5) creation (for ex. food, can be balance breaking, just for test!).
6) traps (not in this version, would wait for traps and doors)..
7) scouting (for ex. show creatures etc).
* NPC spells, AI use magic.
* Healing spell planed to scrolls, consumables only, because of its highly abusive nature.
Miscellaneous:
* "Use item" bugs.
* Game over screen.
* Few inventory patch fixes.
No more delayed versions for "one additional" feature.
Crafting:
* Item disassembling. done
* Item crafting. (for this patch: weapon, armor, cloth). in progress.
Magic:
* Spells memorization system. (I think that Craw system is worth "stealing" ^_^).
* Starting spells and spellbooks.
* Basic spells, one per category:
1) buff .
2) debuff (for ex. curse).
3) summon.
4) control (for ex. fear).
5) creation (for ex. food, can be balance breaking, just for test!).
6) traps (not in this version, would wait for traps and doors)..
7) scouting (for ex. show creatures etc).
* NPC spells, AI use magic.
* Healing spell planed to scrolls, consumables only, because of its highly abusive nature.
Miscellaneous:
* "Use item" bugs.
* Game over screen.
* Few inventory patch fixes.
Nov 10, 2011
0.0.7 Inventory Patch
Here goes 0.0.7 "Inventory Patch".
It doesn't have few icons at inventory screen, so we wouldn't announce it at roguebasin.
But if you check this blog, you can try new inventory and report issues if you want!
PS
There are a portion of scrolls, near player starting location. It is testing "Scrolls of Return", they are a bit bugy, but nothing serious and they can save your character from dangerous situations.
It doesn't have few icons at inventory screen, so we wouldn't announce it at roguebasin.
But if you check this blog, you can try new inventory and report issues if you want!
PS
There are a portion of scrolls, near player starting location. It is testing "Scrolls of Return", they are a bit bugy, but nothing serious and they can save your character from dangerous situations.
Nov 8, 2011
We are nearly here!
Good! Few fixes, few icons and "inventory patch" would become history of our development!
Click on the picture. It can be change a bit, before realize!
Nov 6, 2011
Final Steps
Good news, everyone!
GoodSir finished hi-res inventory canvas, so I can start adding it into game.
So, we have a bit of coding work and few icons from Psiweapon, before new realize!
GoodSir finished hi-res inventory canvas, so I can start adding it into game.
So, we have a bit of coding work and few icons from Psiweapon, before new realize!
Oct 7, 2011
Pathfinding
While working on inventory patch, checked another "bottle neck" of the game - the Pathfinding.
It is really nasty algorithm, you know. It has dozen of repeating iterations, and this algorithm should be run for every active creature (of course, it can be simplified, if monsters can be grouped into units and they would use short ranged pathfinding up to group center, but we have roguelike nor strategy game. -_-).
So, pathfinding is real bottle neck of every roguelike project.
I check mine and started refactoring.
Refactoring isn't finished yet, but algorithm works at least 5 times faster then before!
It means that Inventory patch would also be performance patch, nice ^_^!
It is really nasty algorithm, you know. It has dozen of repeating iterations, and this algorithm should be run for every active creature (of course, it can be simplified, if monsters can be grouped into units and they would use short ranged pathfinding up to group center, but we have roguelike nor strategy game. -_-).
So, pathfinding is real bottle neck of every roguelike project.
I check mine and started refactoring.
Refactoring isn't finished yet, but algorithm works at least 5 times faster then before!
It means that Inventory patch would also be performance patch, nice ^_^!
Sep 29, 2011
Inventory Patch
Let me share some information about upcoming patch.
Our current inventory is a bit too hardcore, well, it is really flexible, but to hard to understand if you are not the person who coded it -_-.
I was planning to make "everything in one screen" inventory, but, well, failed. It looks like useless feature, but too annoying to code and use.
So, right now, we have two screens - equipment screen with big pictures of items and full item description with easy understandable, and second one, container screen. Lists of icon based inventory.
Who said, we don't care about game issues ^_^.
Right now we have finished,
equipment screen programming finished and few annoying bugs,
new art and container screen are coming.
Our current inventory is a bit too hardcore, well, it is really flexible, but to hard to understand if you are not the person who coded it -_-.
I was planning to make "everything in one screen" inventory, but, well, failed. It looks like useless feature, but too annoying to code and use.
So, right now, we have two screens - equipment screen with big pictures of items and full item description with easy understandable, and second one, container screen. Lists of icon based inventory.
Who said, we don't care about game issues ^_^.
Right now we have finished,
equipment screen programming finished and few annoying bugs,
new art and container screen are coming.
Subscribe to:
Posts (Atom)
