I did a bunch. I'm too tired to write much, so I'll sum it up: Basic combat, Better FOV, Blood splatter, items, stats, and levelling up. Bye now, sleepy time. Also, 3 hours of A* hell.
3/9/14
3/8/14
7DRL 2014 - Day 1
Man, I got more done than I thought I would. Let's start off with a screenshot:
As you can see, I've got quite a bit of basic stuff done. you can walk around, there's some basic field of vision work, and levels generation is pretty much done. The game has ~30 levels at the moment, although I may change that later. Tomorrow will probably be inventory work, along with the possibility of colors and enemies. We'll see.
7DRL Begins!
As I mentioned in my last post, I'm going to try 7DRL. It'll probably be a trainwreck, but it'll be fun! I'll try and make a post every day with progress updates.
3/7/14
AMAZE - 22 - Boom!
Changelog:
- Finished the first two levels of Zone 4.
- Fixed a bug where pushing moving objects caused them to be flung in some direction forever.
- Added Bombs and Explosions.
- Added a reset button in the corner of the screen. It works the same as hitting 'R' in game, but some people were requesting it.
- Fixed how multiple lines of text are displayed to make a bit more sense. Before text was wrapping in strange, incoherent ways.
Normally, I'd spend some time here adding technical stuff, but there isn't much to talk about today and I'm rather tired. The bombs were surprisingly simple to add, and consist almost entirely of out-of-engine scripting. I guess I could talk about the pushing bug. As you can tell, I've noticed lately that pushing is quite buggy. Most of the issues with it come from the fact that before Zone 4, it was impossible to ever push a moving object. This is because the only pushable objects are stationary by default, and even when on ice you can't reach them from a different angle before they stop. Of course, conveyor belts changed all that. Another source of issues is that objects that stop on the game's grid do so based on reaching new grid spaces, but the game's collisions don't take grids into account. This meant that you could theoretically push a moving block that's halfway between grid squares, and it would start moving in your direction along with its' current one. However, that change in direction would offset it from the grid, and so it would never reach another space and stop. Since walls and holes are based on that too, that means the blocks will ignore them, and fly offscreen forever. I've now forced pushable objects to be aligned to a grid to move, so the problem should now be gone.
Finally, the 7 Day Roguelike challenge has rolled around again. Last year I wimped out, but this year I'd like to give it a shot. We'll see how well that works...
Finally, the 7 Day Roguelike challenge has rolled around again. Last year I wimped out, but this year I'd like to give it a shot. We'll see how well that works...
3/1/14
AMAZE - 21 - Pushing Things Around
Changelog:
- Added Conveyor Belts, which move anything on them in one direction.
- Revised how object velocity is handled with respect to object collisions.
- Added an animation for disappearing locked doors.
- Fixed a bug where loading a saved game, exiting to the menu, then starting a new game could start you with the wrong tileset.
- Fixed a bug where loading a saved game, exiting to the menu, then starting a new game could cause the camera to start oddly zoomed out.
- Smoothed out the camera zoom animation.
Let's say there's an L-shaped section of conveyor belts. If two blocks are moving through this and they're close enough, one will run into the other at the turn. Previously, both blocks would get stuck and stop moving. With this new change, objects only stop moving when they collide and are moving towards the other object. Thus, in our L-shaped conveyor belt, the second block will stop until the first one moves, then it will continue. The first block was never moving towards the second, so it shouldn't suddenly stop.
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