Posts Tagged development

Temporary Hiatus

I’ve lost the will to live develop at the moment. I’m not going any­where in a hurry, I’m just not hav­ing “fun” devel­op­ing, so I’m decid­ing to take some time off and play rather than make. I don’t know when I’ll be back, but I will even­tu­ally be back.

I’m not tak­ing down any code, so you’ll still be able to see my ter­ri­ble coding.

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Priority Queues and translation

So, I’m on hol­i­day (in Wales, of all places), cur­rently I have some time to work on my code on my work lap­top (which has issues of its own, strangely enough — works well enough for me to com­pile though) and I’m try­ing to con­vert the Python Pri­or­i­tyQueue exam­ple from Rogue­Basin into a work­ing C++ ver­sion, because I haven’t found any equiv­a­lent ver­sions (sug­ges­tions hap­pily taken if any­one knows bet­ter!), although because I’m work­ing with LibTCOD’s lists/arrays/stacks I’m hav­ing to do things slightly dif­fer­ently. I haven’t tried it out yet, as I haven’t com­pleted it, but at least I’m still work­ing on it.

There was a won­der­ful arti­cle on GameSetWatch’s @Play about Python for Rogue­likes, giv­ing some great com­ments on its use in rogue­like devel­op­ment. I sug­gest you go read — per­son­ally, I do plan on using Python for parts of Cyber­Rogue, as it is very use­ful for things such as mod­ding or plug­gable content.

And yes — I’m absolutely ter­ri­ble at this social net­work­ing thing (AKA Blogging)!

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More Interface

I’ve finally had some time to grind some more code out, so I’ve man­aged to get the inter­face into a lit­tle more shape. Cur­rently, the lit­tle @ can move, cast a light (blue is a place­holder so I can com­pare with “unlit” space) and tell you he’s run into a wall (or some things — cur­rently, because of the way “fea­tures” are imple­mented, cor­ners cur­rently have two walls and tell you that you ran into “some things”) and save/load the game. The con­fig save/load is a bit “ehh” because Python’s con­fig file han­dling is a bit weird — it won’t deal with hav­ing upper­case in the vari­able name (so “KP8=north” ends up being “kp8=north” but “wibble=WoBbLe” stays the same). I’ll work around it.

Com­ments on the cur­rent inter­face are welcome.

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Message logs

Virtual, not wooden… Where do you like yours?

Per­son­ally, I like hav­ing mine at the top, with new mes­sages at the bot­tom (I’ll come back to that sec­ond part at a later date). I know some peo­ple pre­fer hav­ing it at the bot­tom, with the newest mes­sage at the top, or some other com­bi­na­tion. This is the “recent mes­sage” log I’m talk­ing about, not the full log that can be looked through.

My plan is to have a fad­ing log of some sort, where you can see the last 8 lines of mes­sages at all times, but per­son­ally I can’t decide. I fig­ure in the long term I can have a con­fig­u­ra­tion set­ting for cus­tomis­abil­ity, but I’m still won­der­ing what peo­ple think about it. I’m only ask­ing about posi­tion­ing for now, and will come back to “newest at top/bottom” later.

Where do you pre­fer your main mes­sage log?

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For other, put your ideas in this post.

Thanks,

Your friendly neigh­bour­hood Scautura.

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Button, button, who’s got the button…

Well, another large gap from the last post. I have been work­ing, but unfor­tu­nately it’s not all been on CR. There will be some­thing to see, but I’m going to have to stick with 3DRealms idea of a release date:

It’ll be done when it’s done™

The ideas are com­ing thick and fast, but I have to keep writ­ing them down at the moment as I just don’t have the time to sit down and get them into the game. And of course, they always come at the most inop­por­tune moments (sit­ting on the loo at half past mid­night, any­one? OK, bad image/example).

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