Monday, February 23, 2009

Back: Game Development

Well that was an active little week.

So active that by the end I was literally sick and had to sleep around the clock to feel semi-human again. Working with those 2 guys was really fun and we got a bunch of stuff done but I can't really talk about it too much yet. Stuff may happen, and stuff may not happen, if anything does happen expect some linkage here.

Not a lot done on SDL-Rogue this past week. I did look at the combat mechanics some more, realizing a lot was still up-in-the-air design wise I decided to nail some stuff down. It wasn't much, but it was something.

Let's see how the next week goes!

Tuesday, February 17, 2009

Away: Game Development

I'm currently a few hundred kilometres from home working with 2 friends on a small game development company. Because of this I haven't had the time to work on my usual projects.

See you next week with hopefully more in either situation!

Monday, February 9, 2009

Of file formats and black triangles

So here I present to you another screenshot of the game in progress!

Free Image Hosting at www.ImageShack.us

It doesn't look it, but there's a lot of things going on behind this simple 'level with weird red/yellow crap over it'.

The Red/yellow tiles are indicative of where the battle zone ends. I figured that you should be limited to a small 12x12 'arena' while doing combat instead of being able to run around the entire room, and possible the entire level. While the idea sounds interesting, it would cause the program to become too complicated and it would be too much work for the potential benefits you'd gain from it. So I left it out.

Now, as I mentioned already, the monsters get created properly and everything and what you see here is actually the 'in combat' rendering at work. I can pretty much start doing the actual combat system now. Woohoo! I hope it comes along in the next few weeks!

--

Now I said I'd talk a bit about my file format, and I decided to keep things short, because it really isn't all that.

I wanted a file format to store basically anything in. Something that would be fit for savegames, but also monster prototypes and attacks, levels and even the configuration file for the game itself (with video settings and whatnot). Also, it had to be readable in a normal text editor and it should be easy to write a parser for.

The direct result is the RCF file format. RCF stands for 'Readable Comma-seperated Filetype' and it's just that. I can yap on about it, but I think I'd better show a snippet to clarify.


** SDLRogue Monster and AI Attack database **
,1
,0,20,0,2,2,2,2,5,1,2,1,-1,30,1,15,2,1,3,-1,35,4,-1,Wolf
,0,25,0,2,1,1,4,5,1,2,1,-1,30,1,15,2,1,3,-1,35,4,-1,Undead Wolf
,-1
,0,0,1,4,3,0,95,0,1,2,1,0,0,0,Slash
,0,0,2,5,6,0,90,0,1,1,1,0,0,0,Maul
,-1
,


Looks easy no? With the game comes a readme that explains each variation in great detail so if this looks confusing, don't worry. Also if the game turns out to be played by anyone but me and my closest friends/relatives I'll probably create an editor for it as well. But we'll see how turn out.

So the next few weeks will be the combat system and the GUI for that. Should be interesting/aggrivating.

See you next week!

Thursday, February 5, 2009

And... we're moved!!

Woo! I'm officially moved in now! And I got my internet connection!

I tell ya, life without internet is really weird... I didn't realize how important it is to me until I had to do without for a week.

In any event, I've done some work on SDL-Rogue, unlike my expectations, and I glad to say that I finished most, if not all, of the preliminary work. The 'encounter' now triggers creation of a monster somewhere in the area where you can encounter them (which I refer to as encounter zones). The monster is then created by the specifications in it's prototype, which is loaded from a separate data file.

Depending on what level the monster is, it is given different attributes, though this won't be implemented until I've done the player's leveling math. I'll be using that as a reference because some monsters are meant to level on par with the player and others faster or slower, so I'll need the player's leveling code to base the monsters' off. It's no big deal anyway, because when the player doesn't level, the monsters don't need to.

So the next few weeks will be spent on the combat procedure. I've already done some minor work there but there's still a lot to be done, and with my track record of underestimating these tasks... it could take a while.

I'm glad to be able to update on mondays again, and I'll talk about the data file format I've created next week, so you'll have at least that to look forward to.

Until then!