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.
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