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.
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