Dungeondweller Development
Diary Archive
November
27 2001
My school projects will soon be finished,
giving me more time to work on the game. The bodypart system
is working (but not finished) now. The bodyparts are stored
in a generic m-way unbalanced tree, which will be used later
on for skilltrees too. I have also fixed a potential memoryleak
and changed the classes used to store monsters and object.
I decided to merge the OBJECT and ACTOR classes again, since
they have so much in common. I used a single class from the
beginning, so I guess I'm back where I started :-) The factoryclass
that creates the entities (objects and monsters) works really
well, and it's a really neat way for creating the entities.
The statmodifiers in monsters.txt and objects.txt have been
changed from an additive bonus to a multiplying bonus. This
allows me to zero stats without problems (stat modifier =
0). I think I'll have a new version ready before the weekend...
Changes have also been made to the version
increment plan. Version 0.5 will be out as soon as the bodyparts system
is finished. Version 0.6 will have a new system for effects and damages.
Up until now effects (light, poison etc) and damages have been two different
things, but I plan to merge them into a more generic system. The system
for usages will also undergo change. Each entity in the game will have
a default usage, thus making inventory management much easier. Each usage
will also be linked to a list of effects in order to create traps and
other events easier. A chest with a trap will have a poison effect linked
to the usage OPEN for instance.
November
8 2001
I'm making changes to the monster and object
generation. I've used a pseudo prototype factory approach,
that didn't work very well. I have collected the parsed .txt-files
along with templates and *tadaa*, the soon to come bodyparts
in a factoryclass. Yep, you heard me! The bodyparts are coming
soon! I've come to the conclusion that bodyparts shouldn't
be that much of a problem to implement. It's a big step, but
I think I'll pull it off!
November
5 2001
The work on the AI attackselection has begun.
I have a working system implemented that selects the most
efficient attack against a specific target. More intelligence
needs to be added to the system. At the moment only possible
maximum damage and attack modifiers are taken into account.
Later on the system will examine the target's armour and chose
the kind of attack that is most likely to do damage, for instance
piercing damage against chainmail or firedamage against cloth.
I'm planning on using a similar system for defence, but I
will wait with the implementation until I get some response
at r.g.r.development.
November
3 2001
My sincere apologies goes to anyone who has
tried to access these pages the last couple of days. I've
had trouble with the supplier of the countercode that I'm
using. I have therefore decided to remove the countercode,
which will result in faster and better access to these pages...
I've had little or no time at all to work
on Dungeondweller the past few weeks. I have changed the eventscheduler
to work as a priority que against a fictive gametime. The
shadowcasting LOS code have also been implemented. The game
is much faster now, with an average FOV calculationtime of
about 5-15 ms. The code produces some symmetry errors, but
I plan on fixing that later. I will focus on the AI attackselection
and a new system for itemusage.
October
12 2001
I just realized that the homepage looks terrible
on all webbrowsers except Internet Explorer... Other browsers
doesn't seem to support CSS classes, thereby messing up my
pages. I've made changes to my style sheet and to all pages.
When it comes to coding, I've started work
on a more versatile list for attacks. The new attacklist will
make AI decisions concerning the choice of most appropriate
attack much easier. After a new LOS discussion at r.g.r.d.
I finally understand the principle behind shadowcasting LOS,
and I have decided to implement my own recursive shadowcasting
LOS code. This will hopefully speed things up a bit, at least
in larger areas. My conclusions and descriptions of the algorithm
will be published in a new LOS article on this page when I'm
done...
October
3 2001
The object templates are working!
Basic templates such as '... of cutting', '... of venom' and
'Rusty ...' are implemented. I haven't made any templates
for monsters yet. It is just a few lines of code to make that
work too, but I will wat just a bit longer with that and make
sure that the system works first. The objects.txt and monsters.txt
have changed format a bit. The files are more readable and
versatile and make use of the new system with linked lists
for attacks and damages. Graphicsoutput now uses a mask. New
version uploaded (0.4.3).
October
2 2001
I finally got some work done on Dungeondweller
today! The fixed arrays for attacks and damages are replaced
by linked lists. I have also made some small changes to my
position- and direction-classes. Mostly small OO changes but
now that I'm done with that I can start working on some cool
templates for the objects and monsters.
|