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Dungeondweller Development Diary Archive


September 23 2001

Those of you whom has visited this page since the start in March this year are probably shaking your heads now. This is the third change in design since the start... I think this looks better though, and I hope you agree. Well, anyway, the work on Dungeondweller is rather slow now. I'm taking two courses in 'Electronic commerce' and 'Interactive webdesign' which are taking up most of my time right now. There is a continuous designprocess taking place in my head though, so you could say that the game is progressing anyway.

 

September 12 2001

To much time has gone by since my last update here. Lots of work has been done but I have no new version of the game ready yet. I have decided to wait with the implementation of bodyparts a bit longer. I would like to create some kind of generic tree class that I can use for both bodyparts and skilltrees, but I find the task too difficult. I have instead concentrated my efforts on increased gameplay through larger variety of objects and monsters. This will be done through the use of object and monster templates that modify the basic objects and bring variety to the game. The basics are done and I've started work on the details. The parser I use for interpreting the .txt-files have also been improved and some fixed arrays for attacks and damagelists have been converted to linked lists. All of this means that I have changed my version increament plan a bit.

 

August 13 2001

I have finished the improved AI today. The monsters will now behave more intelligent and utilize equipment, open/close doors and even pick locks. Many, many thanks to Hansoerg Malthaner for his AI proposal at r.g.r.d! The changes can be found in version 0.42b. Now I have only bodyparts left to implement and version 0.5 is finished!

 

August 9 2001

I've been working on an improvement of the AI that will allow monsters to perform a number of different tasks. Eventually the AI will be able to do all the things that the player can do. I have pretty high expectations and I hope I will get it to work. I have also added some new articles by Peter Farabaugh, go have a look!

 

August 3 2001

I found a bug that allowed a broken weapon to *give* damagepoints to a target. It is fixed now and I've decided to upload version 0.41b. Changed the speed value to make it more logical. A speed of 0 now indicates that you are unable to move and a speed of 1 is normal. This is not included in 0.41b, but it will be in version 0.5 along with a better AI and real bodyparts.

 

Last update: January 07, 2008. 17:35:19 pm © Björn Bergström 2000-2002