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!

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