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Dungeondweller Development Diary Archive

December 23

Christmas is soon here, but work continues on Dungeondweller (although not at the same rate). I mix coding with shopping for christmas presents, making christams candy and all the other things that comes with the christmas spirit! I'm rewriting the effectsystem at the moment. I will implement a very generic system where the addition of new effects will take almost no time at all. Each effect is its own class, and the effect classes will range from simple things like light, darkness and damage to more advanced effects. Each effect affects a specific area, called the effectarea. Some of the effect areas will be; circle, line, cell, entity (ie monster or object), field of view etc. The cells/entities covered by the effect's area will have the effect applied to them. I think this system will be pretty versatile and easy to code. Well, anyway, merry christmas to all of the roguelike community! Happy coding, gaming and holidays!

 

December 19

I uploaded a 0.5.1 today. Besides the fixed bug in the loot command I have tweaked the AI a bit and added boots and rats. In previous versions the monsters most often fought until they died, but now they will flee earlier.

 

December 17

I have fixed a bug in the loot command. It was a damn pointer that I forgot to NULL, but thanks to Ralph Moeritz I became aware of the problem. I'll upload 0.5.1 to fix the problem. Thanks Ralph!

 

December 15 2001

The bodypartsystem is finished now and version 0.5.0 is released. All of the damageeffects are implemented. You can maim and destroy bodyparts and the target drops equipment if the limb is destroyed. Aimed attacks are also available using the [A] command. The to hit modifiers for aiming at small bodyparts need to be changed, but it will do for now. I've also added some cool 'splatter' effects in the asciiversion. If you inflict serious damage blood will splash on the floor or on the walls. It's purely cosmetic, but it's cool :-) I have finally implemented the loot [L] command. Now you can scavenge the remains of your enemies!

 

December 14 2001

The bodypartsystem is almost completed now. The finishing touches are made on the fatal damages that the body can get. I've also fixed the fact that most armour only protected the torso. I have included the protection of arms in the objects.txt file now. The problem with not knowing what a stack of objects, found on the floor, contains have also been solved. In the statusfield to the left of the map I've added a simple display that shows the ascii representation of the 6 first objects on the floor.

 

December 9 2001

Finally a new version of the game is released! I uploaded both a graphics and a text version of 0.5.0b today. The bodyparts are working pretty well now, but I have yet to implement real bodypart damages such as the severing of limbs etc. Lightsources are not included in this version since I'm rewriting the effectsystem, but it will show up soon.

 

December 8 2001

The implementation of bodyparts took me a little while longer than expected, but I have a working system now. Everything isn't in place yet, but I hope I can upload a new version real soon. At the same time I'm writing a Roguelike Windowing Toolkit™ to make porting, and change of graphicsengine, even easier than it was before. The RWT will support windows, windowareas with buffers, text IO and graphics.

 

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