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.
Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Mar 7, 2012
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.
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 15, 2011
Magic
It looks like "Magic patch" is our winner in voting "contest". Won, 9 vs 6. He, he, he.
So, I'll start magic, when finish crafting basic, which I was coding, waiting for vote results.
There is little problem with development schedule... there is no schedule!
We should prepare some basic plan for every patch and update.
I'll post it here, when it would be finished.
Current status:
Crafting is going well.
I managed to smelt my battleaxe in to bronze ingots, when character would be able to create new item from resources, this goal would marked "done" for now.
So, I'll start magic, when finish crafting basic, which I was coding, waiting for vote results.
There is little problem with development schedule... there is no schedule!
We should prepare some basic plan for every patch and update.
I'll post it here, when it would be finished.
Current status:
Crafting is going well.
I managed to smelt my battleaxe in to bronze ingots, when character would be able to create new item from resources, this goal would marked "done" for now.
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