Dungeondweller Development Diary Archive
May
26 2001
I got lots of input from David Mauser about the first release
of the game and I've been working on some of the things that
need to be improved. From now on you will always get a message
when you pick up an object. Locked doors are rarer now. Poisondamage
is displayed with the correct debug output now. The gamewindow
is updated when you move it or change its focus. A versionplan
will be uploaded to the page soon. I have set some goals for
the game's progress up until version 1.0. I found that it
is much easier to work against a set of goals for each version
rather than just adding stuff in a non orderly fashion.
May
20 2001
I forgot to update the .txt files when uploading the last
version which resulted in a major lockup of the game. I am
terribly sorry for that and I wish to thank Darren Hebden
of the Roguelike News and David Mauser for making me aware
of this. Thanks guys!
May
19 2001
Made some changes to the dungeon generation today. I added
doors to the objects.txt file instead of creating them in
the code.
May
18 2001
More work done OOing the code. The code is looking much better
now, but there are still more things to do. Added states (OPEN,
LOCKED, DESTROYED, IDENTIFIED etc) to all entities (monsters
and objects) in the game. A destroyed object becomes passable
now, which means that you can move over a slain enemy. Next
thing to do is the loot command where you can pickup a dead
creatures inventory and equipment. I also fixed a bug in the
display of an objects damagelevel (I forgot to take negative
damagepoints into consideration).
May
17 2001
Made the code more OO. Also added coins as starting inventory
and added doors to the objects.txt instead of creating them
in the code.
May
15 2001
I have rewritten the LOS code and it works perfectly now.
Now annoying glitches or anything. There are some easy optimizations
left, but I'm going to leave it for now.
May
5 2001
I have rewritten the text and graphics IO and made it OO
friendly. I made a class called BASICIO which works in the
same way as the cout and cin objects. This is ofcourse only
"under the hood" improvements, but the code looks
much better now. All of the code will eventually be completely
objectoriented, but it will take a while longer than I anticipated.
April
27 2001
My computer couldn't find one of the harddisks this morning...
April 26 is the activationdate of the infamous CIH (also known
as Chernobyl) virus! Man, was I scared or was I scared! Luckily
it was a false alarm and I got the computer up and running
again. The first thing I did was to install Norton Antivirus
2001! I keep backups of my work ofcourse, but its always tedious
to restore everything.
April
20-26 2001
I'm taking a course in object oriented programming at school,
and it got me thinking about the overall design of Dungeondweller.
Until now the game has been a combination of OO and non-OO
code and it doesn't look good. I have decided to make the
game completely object oriented, and the work start right
now!
April
19 2001
The line of sight code is a bit buggy so after reading some
posts to the r.g.r.d newsgroup about efficient LOS I decided
to try to fix it. I failed to fix it and decided to post it
to see if someone can help me. The day wasn't a complete failure
after all. I cleaned up the object and monstergeneration and
continued my work with the effectsystem. I coded the lighteffect
today so from now on monsters and objects can emit light when
wielded or worn or when operating on their own.
April
18 2001
Added unarmed attacks and defence to the combatsystem and
reduced the damagebonus based on the attackeffect.
Added attacknaming. Every weaponattack and natural attack
must be given a name in the .txt files. The attackname is
shown in the messages sent when attacking or being attacked.
The attackname is the first entry after the <ATTACK>
tag.
Added the damagetypes poison and acid.
The effectsystem is working now, altough I have some minor
code cleanups to do. The only effect implemented yet is the
poisoneffect. To add more effects are really easy and I think
I should have a whole bunch up and running very soon. I'm
pleased with the way the game is progressing...
April
14 2001
Not much done today actually. I started working on the effectsystem
today. Effects are permanent or temporary and can be anything
from poison, invulnerability, bleeding wounds and so on. Effects
are linked to attacks and when an attack damages an entity
the effects will be dealt to the entity. For instance a poisonuos
snakebite or a cut from a weapon. Objects and monsters can
also have effects that are active all the time. A dragon causes
fear when seen, a lightsource lights up an area and so on.
I've also added the possibility to stop monsters from performing
certain actions. For instance preventing a snake from picking
up, wearing or wielding objects. This is the <ACTORACTION>
tag in the monster.txt and object.txt files.
April
10 2001
I have announced the presence of Dungeondweller at Roguelike
News.
April
8 2001
The game is made public via the r.g.r.d newsgroup.
March
25 2001
The homepage is created and a first version is released.
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