Dungeondweller Development Diary Archive
July
31 2001
I made a radical change to the design of the webpage today.
I think it looks much better now and I hope that the colours
will make the text more readable. The old black and white
design started to get on my nerves...
July
28 2001
I have finished the encumbrance system today. It required
some changes to the inventory and equipment classes, but everything
runs smoothly now. I have also added a timemodifier when performing
physical actions. A creatures physical condition along with
its encumbrance affects the time it takes to execute an action.
July
21 2001
One more article added today. I have an almost complete set
of articles now. I have also been working on adding encumbrance
to Dungeondweller. It's easy to add, but I'm not sure where
the weight limit should be set between unhinderd movement
and a decrease in speed. Perhaps at 20 kg for a human with
normal strength?
July
17 2001
I've been adding articles to the development section these
last couple of days. I got permission from almost all the
authors now. The rest should be up in a day or two...
July
14 2001
I have worked on the homepage the last two days. Roguelike News is dying
and I'm trying to salvage the treasures buried within :-) I have mailed
to all of the development article authors and asked for their permission
to publish their articles here. The articles can be found in the roguelike
development section along with links of interest.
July
11 2001
The movement and attackcode for the AI is almost finished.
The monsters move around in the dungeon without any trouble
and they form groups and attack and retreat. I will leave
the AI for now and I have started work on the wear and tear
of objects. Weapon and armour get damaged in combat and their
effectivness gets reduced. This means that version 0.3 of
Dungeondweller is finished!
July
9 2001
I have thrown out the old monster movement code and replaced
it with a smaller, cleaner and faster version. The old version
navigated the NPCs using waypoints marked on the map. This
works well in areas where waypoints are easy to set (at the
entrance to a room or at a corridor junction) but in large
caves or out in the open it wont.
July
7 2001
Not much work has been done. It is too hot! The temperature
is above 30 degrees Celsius and just to think makes me swet!
I've been working on the AI and made the changes proposed
by Hansjörg. It looks good and I think version 0.3 will
be released soon!
June
28 2001
The changes to my generic doublelinked list are finished
and the result looks nice, but again this is nothing that
is visible to anyone except me... The next step is to implement
the AI rules suggested by Hansjörg Malthaner at rec.games.roguelike.development.
June
27 2001
My updates to the webpage aren't as frequent as I'd wish, but the nice
weather and some holidays have stopped me from working on Dungeondweller
as much as I'd like. The game has undergone som "under the hood"
changes. Up until now I used a C++ class called ENTITY to represent both
objects and monsters. As the size of the code increased it got clear to
me that it would be better to have one classed called OBJECT for objects
and one class called ACTOR for monsters and the player. Both the ACTOR
and OBJECT class are subclasses of the ENTITY class. This makes more sense
and makes the code much nicer. I'm also working on some changes to my
generic double linked list which is used throughout the game. This will
take some time, but it will result in a more object oriented code. None
of the above changes will affect the gameplay, but I believe that the
changes are necessary in order to take the game to version 1.0 :-) I have
added a link to my version increment plan and
to the very brief game documentation. Version
0.2 was reached some days ago. You now have hunger and thirst, natural
healing of wounds and the ability to eat food to satisfy your hunger.
The ability to drink will not be added until I have implemented container
objects properly (ie. flasks, chests etc.). See the version
increment plan to get an idea of when this will be done.
June
15 2001
Added nightvision as a flag (FLAG_NIGHTVISION). Cleaned up
the LOS code and made it smaller. The game crashed when the
LOS code was used on squares at the edge of the MAP, but this
is also fixed now.
June
13 2001
Changed the combat code so that it automatically chooses
the best weapon to parry with. Up until now the secondary
weapon was always choosen. This heaviliy reduced the chance
of successfully parrying an attack since a torch is often
wielded as a secondary weapon.
June
12 2001
I have made some more code cleanups today. It is a well known
fact that the first solution or design for a problem isn't
the best, and that is definately true when it comes to this
project. I have rewritten and restructured parts of the code
several times and the result is getting better every time.
The object oriented thinking and design is very important
and a person working on a large project will run into trouble
if he or she doesn't understand this...
I have added the effects HUNGER,THIRST and HEALING that all
living creatures should have. The effects are used to simulate
a living organisms natural healing process and needs. Other
effects such as BLOODTHIRST and similar could be interesting
for the future...
June
7 2001
Made some changes so that the player can control more than one PC, hireling
or similar. Added a new material called IMMATERIAL. Objects that are immaterial
can only be damaged by magic and can pass through walls. Made a ghost
to test it and it works fine. The ghost is a bit difficult to kill since
weapons that do MAGIC damage haven't been added yet ;-) (But if someone
would like to try it just create a weapon and add MAGIC to it's damagelist...)
Magic items and weapons will be created using templates later on. The
objects in object.txt are the basic items that exists in the gameworld.
When an item is generated it is modified using one or more templates.
The templates will give items new powers (of Slaying, Demonbane, Dragonbane,
of Shadows etc) and change it's statistics somewhat (rusty, master crafted
etc). All of this will probably be added in version 0.8, all according
to my version increment plan.
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