Sep 30, 2013

We are not dead!
Oh, no! Anything else, but dead!

I found, the hard way, that refactoring the core architecture is really difficult.
Also, there is nothing to report. Do you need posts, like^
Hello, guys! I moved item routines to specified class and hide data as protected/private.


Jul 13, 2013

Refactoring

Started great refactoring of Fallen code.Long awaited refactoring,  increasing abstract level of code.
 I am doing it from time to time.
It important routine, that keeps project from going down.

Right now I am working on creature and item objects, hiding more and more data from other part of program.
Also, I got nice bonus, it helped to find out lot of obsolete code.

What would it give for players? It would game more stable and bug free, already found couple.
Also, it would make game easy to maintain and implement new features.

Jul 11, 2013

Back to work again!

I am back, managed to craw up!

So! I have found issue of "I have blank screen in Fallen" bug.
It is not a bug literally.
Part of intel shared memory GPU dosn't support OpenGL 2.0 as "pleasant" addition to other issues.
I had such notebook and don't want repeat that experience one more time.

Well, they are not supporting NPOT (Non-Power-Of-Two) textures. Texture whose dimensions are not powers of 2.
I never thought it could be problem.
We would fix it.
It doesn't need any code changes, but redrawing part of graphical files.
Also, I have found and fixed "always yellow font" issue.


It is interesting, we have some comments from people who didn't managed to run Fallen. but none from people who managed it, that disturbing! :-)

Jul 5, 2013

0.1.204

OK, I put link to 0.1.204 version. It is defunct, unfinished and bugged.
But let it be there until I pluck up heart, cheer up and can continue work.

I am not sure when it would happen, so let it stay here.

Jul 4, 2013

step by step

Again, I have some sort of depressed state of mind and try to cheer up.
It happens sometimes. Coding Fallen is really fun and cool, but now everything damn boring. Maybe for couple of weeks now.
I know how to live throw it as quickly as possible.

Well, about Fallen development.
0.1  is nearly done, I don’t want to cheat you. It is literally new game, so it gone back to alpha stage now.

For example inventory totally ruined now and should be reworked, I am afraid recoded from scratch.
Hah, I was proud about inventory code once. Now I can’t look at it without hundred of facepalms. It is the price of progress, right.

I don’t know how long I would stay ruined, so I’ll put 0.1 to download section today without announcing it on roguebasin and so on. Some sort of release for close friends.
When I’ll back on tracks I’ll continue the fight.

EDIT:
Ohh. I forget, turned off generation of random groups on road hosts.
It means, that roaming animals, undead and rogues wouldn’t attack townspeople.
Of course, we would have it, but it would be organized and quest oriented.
It was really funny to see animas and undead fighting each other and hunting citizens  on the town streets, for the first few times, but it is completely game breaking.

For example, you can’t visit besieged town, because it flooded by mosters.

Jun 29, 2013

Text log bug.

Just noticed!
Text log showed from top to bottom, but should be read from bottom to top! =))))

Ha, ha, ha!
Should fix it.

Jun 24, 2013

Happy New Year!


It has been more than a year since 0.0.9 release. Fall From Heaven the Roguelike release.

You can say: “what a hella u were doin, man? One year is more than enough to create new version!” and you would be right, but…

Lets see. Upon the final release I understand that FFHtR is unfunny. I wrote about it lot of times. Additional features didn’t made game more interesting, conversely it became incomprehensible. So on, so on, so on.

I was confused, didn’t work for some and I would cancel the development if there would be no FFHtR team. I was unfair to trash out work of other people.

It was sort of creative search. We were discussing, trying different things, stiles, and concepts.
Lot of code made and removed. Gameplay features tried, removed, changed etc

I think we defined the final concept, well, maybe February 2013.
So, we are working on Fallen for 6 moths maybe.

But one year without release, well, it death for alpha stage roguelike. I think it is for good, let the FFHtR rest in Peace and Fallen to take its place.


From this week, I’ll try to finish unfinished =) and will work steadily at one direction. For this week it would be interface.