Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts

Tuesday, March 7, 2017

Hey, new year new 7drl. Posting a catch up for the first 2 days of the competition.

Day 1:

The day that I actually had the most time, I had the least energy to use. Such is life. Its worrisome, but focusing on it would be just as counter productive at the current time. I got most of the formalization of my ideas done this day, and started a lot of the boiler plate to get working.

Day 2:

Work and parenting ate up most the time for the day, but finished up almost all the boiler plate. Since I'm revamping an engine I was working on for another game, I am fairly ahead systemwise, but going to need to buckle down the rest of the days to keep on schedule.

Friday, March 8, 2013

7DRL is coming this Saturday. My entry is called: "Towers of Klorenth", a game set in a dream tower that has trapped the player in its grasp until they can escape back into their own dreams. I've got a rough plan for time usage, and hopefully I'll be able to keep it! Not too familiar with git, and that's what I'm using to move my code to the repository. Hope that doesn't become an issue.

Schedule is as follows:

       First 2 days: Near all of the basic engine programming needs to be done by this point, if not all of it.

       Third day: Any left over engine work and than starting on content generation.

       Fourth and Fifth day: Content work and balance/fun testing

       Sixth day: Bug tests.


So... that's the rough idea. My lack of preperation is...worrisome, but I've been trying to get better and faster at engine programming, so hopefully that won't cause me to fail like it did last year. Blergh, I'm getting nervous and excited. I've already got one friend who's ducked out, hopefully the other doesn't and we both end up with some finished games!

Thursday, February 28, 2013

7drl upcoming... time to set shit up

So yeah, 7drl 2013 is on its way (3/9/2013), so time to get ready. Going to blog my experiences with it, one as a way to keep motivation... hopefully, and mainly just to have a record of it. Working on a practice one right now... that is far past 7 days lol. Anyways. Set up this blog to let my normal account post on it, so should be good!

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.

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

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.