As not being able to make any of the 7DRL dates for this years compo,
I'm starting today! We will see what I can produce by midnight next
friday.
I may not have time to finish it.. The Nuclear Regulatory Commission
has an audit of my stuff coming up and I dont know if it will be
this week or not :( ohwell..
Ive had grand visions then cut it all right back. Its going to be
super
simple in the vain of the original rogue. 10 levels deep, a coffee
break
style.
Anyway, away I go.. lets hope I get enough time to complete it...
- -Stu
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> Ive had grand visions then cut it all right back. Its going to be super
> simple in the vain of the original rogue. 10 levels deep, a coffee break
> style.
Sonds excellent, best of luck in getting it done in time - keep us
posted.
--
Darren Grey
> As not being able to make any of the 7DRL dates for this years compo,
> I'm starting today! We will see what I can produce by midnight next
> friday.
Good luck, looking forward to playing it!
--
Radomir Dopieralski, http://sheep.art.pl
On Jan 31, 9:38 am, stu <yakumo9...@gmail.com> wrote:
>
Jan 31 - Day 0
Been working hard all day (when not trying to entertain a little boy)
Going into this with no real plan.
Day 0 is more about pulling in the foundation and going
from there, to whit we have;
= Pulled in TCOD
= Pulled in my memhandle code from cnc
= Pulled in my mersenne twister random code from cnc
Playing with premake4 (never used it before) for makefile/project
generation (Kinda like cmake, it creates for vis studio, gmake etc).
Hooked up TCOD and looked over the sample_c.c file to see how
things are mostly done.
Plugged in memhandle and got instant save/load functionality (nice!)
Drew up basic monster and item info.
Wrote equip/unequip functions..
Scrubbed up a super basic xmlish parser for config
Key configuration, abstracted from TCOD keydefs.
Hooked libfov in and have a working lightsource, with lit,
seen and blocked squares.
Layed out some room blocks for the dungeon gen routines
I'm using this to test out TCOD and premake4..
Tomorrows goal is to get dungeons generated and @ moving
around and such, then its just a matter of tacking things
on... but it will be the last 'big' day of coding.
you can tell its a hack, 95% of everything right now
is inside 1 C file ;)
TCOD is frustrating me with its API. I just need
to get used to it.
- -stu
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On Jan 31, 10:38 pm, stu <yakumo9...@gmail.com> wrote:
>
Feb 1 - Day 1
Aim of today is to try and get a working dungeon layout. The initial
idea is
to have a dungeon size that grows larger the deeper you go (but not by
a
whole lot), segmentise it and take a %chance and put a room there.
Blech. smashed my way through a walls + corridors dungeon routine
(I didnt want to use a CA type dungeon, its too samey all the time).
Flood fill to check accessibility of the stairs...
Got statues in my dungeon (only appear in rooms).
Moving @ works good.
Now to add some monsters data of different kinds along with items.
Defining my monsters and items should solidify my data structures
and any code that will be needed.
AV (attack value) vs DV (defensive value) is a routine stat+skill+D20
This means all monsters get stats!
Have a 'good enough for this game' list of monsters, now I just need
to flesh out the item list a bit more.
Did some basic inventory management code, seems to work, because its
automatic I need a special case to equip the item you just unequipped!
lol. Tested this by wearing and removing the crown of light, which
worked! yay for bitflags.
Disappointed I didn't get more done. Would have liked to have
completed
the data for all the monsters, but time to call it a night.
- -stu
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