Posts Tagged development
Temporary Hiatus
Posted by Scautura in Blogging, Roguelike Development on 04/09/2009
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.
Priority Queues and translation
Posted by Scautura in Roguelike Development on 11/08/2009
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)!
More Interface
Posted by Scautura in Roguelike Development on 14/04/2009
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.
[Gallery not found]Message logs
Posted by Scautura in Roguelike Development on 24/03/2009
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.
Loading …For other, put your ideas in this post.
Thanks,
Your friendly neighbourhood Scautura.
Button, button, who’s got the button…
Posted by Scautura in Release, Roguelike Development, Work on 12/03/2009
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).

