Showing posts with label Fires of Charon. Show all posts
Showing posts with label Fires of Charon. Show all posts

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.

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.