Tuesday, August 25, 2009

The engine that could... be worked on.

Lots of things happened in the last week. I got a ton of code done, managed to track down a memory leak that's probably related to the crash described in this old post. It might still be an SDL bug, but we won't know unless we've dug deeper on this issue.

Below is a small list of the things I did on SDL-Rogue in the past week. Most of it is code. It may give you a slight insight on what we're doing at the moment.

* Code Bugfix: Combat system now properly progresses to the next phase
* Code Rewrite: Added Quibox call, referenced all current QuickUI drawing there
* Code Addition: New variable for Quibox call. Now allows you to set custom width.
* Code Addition: Created the 'Action' Combat UI, taking advantage of this new var.
* Code Addition: Combat UI now parses input and moves the selector around.
* Code Bugfix: Pressing the 'X' while in the Combat UI now quits the game properly.
* Code Documentation: Documented combqui() modes and return codes
* Code Rewrite: Restructuring of the battle cycle
* Code Addition: New default Player name. For now it's "MANDUDE GUY"
* Code Addition: Basic combat menus added
* Code Rewrite: Engine optimalization. Reduced memory footprint by 1/3rd

* Art Addition: Replaced the 'this is not a combat zone' graphic with a better one.

We'll bring you more, in due time!

Tuesday, August 18, 2009

Back to business

Vacation time is over. I sure had a blast, and now it's time to get back to work.

A few things have happened since the last update. For one, we put the engine rewrite on hold for now. Thomas was in charge of that but real-life was getting in the way and the project was getting close to a standstill. Because of all that we decided to continue building on the original engine so we would be progressing at very least.

The engine rewrite is still on our to-do list but finishing the first 'release' is of a higher priority right now.

Since that all happened I am now back on the code team, so to speak. The codebase we're working on now was what I originally wrote so I'm already familiar with the way it works and can easily extend on it. This should all be a pretty good impulse of productivity for SDL-Rogue.

We'll be working diligently and report on whatever happens in due time.