Friday, April 22, 2011

Long Absence over. And the return of Build of the Hour

http://www.megaupload.com/?d=QXMABRJQ

Inventory is now saved a bit more properly, and equiping armor works right. Your equiped items are still not saved though, and the remove command is next in line for implimentation. Yes, potions still don't do anything. That'll be fixed tonight.

Anyways, posting this small work before heading to my gainful employment. Oh goodie.

Thursday, April 14, 2011

Build of the day?

New build is not up, but is sorta working. Equipment is sorta there, basic armor and weapons should be possible with current implimentation, and bones for magical/effect-based equipment is there. Saving and loading equiped items and the inventory isn't working totally yet, so waiting on that to be implimented before posting a build of the day for it. Sleep however calls.

http://www.megaupload.com/?d=TFX56LPL

Monday, April 11, 2011

New Game Idea, get!

Game idea I want to write down before I forget it because it sounds interesting.

SpeedrunRL. Essentially a roguelike in which the goal is to traverse your standard roguelike experience, albeit with gated content, in as fast as possible real time. To aid in this goal, several intentional programming "bugs" will be implimented to allow players to "glitch" through doors and walls, hopefully with some skill, to assist in the goal of completing the game in the fastest real time.

Sounds interesting to me, both to play and to program.

Build of the Day - 04/10/2011

http://www.megaupload.com/?d=XGE530WR

Inventory showing is in, along with item spawning. No effects though yet. Barebones for monster inventory is there too.

Sunday, April 10, 2011

Build of the Day - 4/09/2011

http://www.megaupload.com/?d=8YZPRQW0

The bones for skills are implimented, along with the barebones of combat. Some of the combat functions will change when equipment get implimented, which honestly shouldn't be too far into the future. Progress is still slow, but hopefully it gets faster or at least keeps being steady.

Oh, and a new command the player can use: @
  It shows a simple character sheet for the player.

Saturday, April 9, 2011

Monday, April 4, 2011

Newest Edition, still crappy save/load

http://www.megaupload.com/?d=MH4L1ZWD

Newest version, still poofilled save/load. Just made the code a lot more readable in the load function in the time I had before school. Will write in the save/load of map visability and player x,y tonight hopefully.

Small break

Aite, Been a bit since I posted here. Not much motivation, aside from having a small historical record. Lulz. Anyways. Very rough saving and loading implimented, complete placeholder system. Still needs to actually save visability information and player x,y coords. Working on that tomorrow.

Saturday, March 19, 2011

FoC, redux!

Aite, so...since I was unhappy with the organization and such of the tutorial code, I've restarted the code for Fire's of Charon. So...the look is different, and all the features of before, are pretty much gone, lol. I've got the FoV code working again, movement, and simple level creation back, but everything else isn't there.

Hopefully, the next programming session will see the return of creatures, character creation, and a fully functional title screen.

Thursday, March 17, 2011

And we run out of tutorial

Hrm. The tutorial isn't finished, but isn't yet written yet either. xD Welp, the latest editions are 2 more scrolls, one of which can damage the player if they are not careful. xD

 So...the current framework of this tut is not going to really work for Fires of Charon...so probably going to have to start over again, but this time with some knowledge of what to work on, rofl. Need to get the GUI to the style that I actually like, get the game to handle actual stats and character generation. I also need to look into how to store and read from files, because even with this small program, things are starting to get hard to find when I'm looking for them. And just for organization reasons, I'd really prefer to have spell/monster/item/w.e. constants defined in their own files so that I can find them easier when there's over like, 20~30 of each. I'll get some screen shots up in a bit, probably should head to bed though rofl.

Link to the latest version: http://www.megaupload.com/?d=3JBYL6MS

Wednesday, March 16, 2011

And with scrolls...sorta

Got the prototypes for scroll magic in so far. Almost through the tutorial I'm working from, which means its almost time to fly solo. Time to get somethings planned out lol.

Monday, March 14, 2011

Inventory part duex!

And now...health pots! While you could pick them up before, you couldn't do much with them. And by much I mean nothing. But now you can 'a'pply them to heal yourself. Still can't do anything with the corpses yet.

http://www.megaupload.com/?d=2JBAHTFG

More screenies!






















And now with inventories!

And I introduce unto you....INVENTORY!

http://www.megaupload.com/?d=REZSK4TI

Inventory is in the game now, though now you can't use them yet. Framework is there for it though. And best part was that I programmed the majority of it myself, without referensing the tutorial. So maybe I'm actually getting this python crap.

Friday, March 11, 2011

Practice Roguelike Started!

Been working on a roguelike-lite to practice and learn python in. Been doing well, but worried I might be just typing in a tutorial and not understanding it, you know? Meh. Anyways, I'll post some specs on the goals of it here later, but for know here's the latest versions of it.

Having trouble getting google.code to work as a depository, so for now megaupload go.
http://www.megaupload.com/?d=HG2FH8TX

Some of the goals for it:

1. Day and Night cycle that actually matters

2. A travelable overworld.

3. "Mysterious" and uncertain magic system

4. Low fantasy feel.

5. Exciting combat!

6. Skill based devolpment.

7. Skill devolpment rewards actual use of said skills.

8. Randomly created dungeons and dungeonlike features (ruins, cities, whatnot)

9. Defined End/Win condition.



As for what its got so far:

1. Bump and attack combat. Wee. Will be changed.

2. Almost no stats! Definately going to be changed.

3. Beginner random dungeon designer. 1 level only. Buuuu.

4. 2 monsters. Neither of which is terribly threatning by themselves.

5. No items, stairs, spells, skills, or abilities whatsoever! Yeah, changing.

6. No way to win, but you can die.

Hey. Its a blog

Ya. So. Trying to have a way to keep the motivation going for my projects, so I figured a place to post and see my progress with them would be something that might do that. Plus it helps to save the name, since I like it. xD

Anyways, expect progress reports on roguelikes, utilities, and various other things I program. Or for this to wallow into obscurity with inactivity. Hope that one doesn't happen. xD