Archive of March 2009


Wed 11 Mar

7drl - day four

Today was kinda rough. Woke up extremely tired for some reason (I blame DST!) and never really shook the sleepiness. I did manage to add in different movement actions, so you can now do a standard move, hostile move (attack everything in sight), or patrol between two points. buub0nik also had a pretty rough day replacing brake pads on his car. His accomplishment is not murdering anyone during the installation! Congrats!

Not much to show today, so I'll just post two pictures I added to the 7DRL Facebook event. One is of my physical workspace, and the other is my digital workspace.

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7drl - day three

Woot! A strong third day :D buub0nik managed to take his laptop into work today and fixed some of the FOV issues we were having. He also laid the framework for our town and upgrade system. The town looks pretty sweet:

For the first half of the day I cleaned up a few more pathing issues. I finally am happy with the pathing (for now) and won't touch it again unless we have spare time. Also added some enemies and the ability to fight them. By the end of the night, we now have a game that can be won (by killing all 7 bosses) or lost (by losing the main hero). With that out of the way, we can start working on the fun stuff :)

These rabbits are pretty fierce:

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Tue 10 Mar

7drl - day two

Did a lot of work on pathing today. Took a while to learn the ins and outs of the libtcod implementation of the A* pathing algorithm. Basically, the pathing is pretty quick (even on a 600x600 map) UNTIL you ask it to compute a path that has no solution. The delay is noticeable (especially for 20 units at once!) so I had to add a lot of safeguarding in the code to make sure this happens as little as possible. Also, the units really don't like bumping into eachother and recalculating their path almost every frame :P Had to make the code very forgiving when it comes to deviating from path and getting 'close enough' to the intended destination.

buub0nik wrote the base for our HUD which will display messages, unit status, etc. He also finished up the FOV code, which can be seen in the screenshot below. We are able to do pathing and FOV calculations for approximately 200 units before everything grinds to a halt, so things are looking good! Still a lot of optimizing to be done but that can be done later. Always better to have a playable game that is slow than a non-existent game that is fast :)

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Mon 9 Mar

7DRL - day one

Phew! Day one of the 7DRL draws to a close. buub0nik is taking care of terrain this time since I did it last time for Chrysalis. It looks great :D To make the terrain more varied, we decided that each 'boss' will be a certain element, and the terrain around that boss will be changed accordingly. An example:

This is our first time doing an RTS, so today we wanted to get the mouse selection and movement out of the way. We can now spawn a hero and select him using the mouse, then tell him to move somewhere using the mouse. Yeah, yeah I know... exciting ;) We're happy with the progress for day one! Time to rest up and get ready for day two.

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