Posts Tagged development
Temporary setback
Posted by Scautura in Roguelike Development on 09/01/2009
As always, using bleeding edge technology causes problems. While rebuilding the drawing mechanism (rather than a sharp difference between lit/remembered/unknown, I’m trying to make it slightly smoother), I’ve come across a bug (or bugs) in LibTCOD (Python version, I think C/C++ are fine, based on what jice said about specific functions) that causes a crash while multiplying colours. It’s slowed me down, but I can test with alternatives in the meantime.
Seems like I decide to develop in spurts — it’s not meant that way, it’s just the way I work. Even if I’m not sitting in front of a computer tapping away at the keyboard doing my coding, I’ve usually got a lot of things going around and around in my head, so it’s never really downtime. My brain’s just hyperactive, my body isn’t! I’m also a terrible blogger, I go days without saying anything.
New Screenie
Posted by Scautura in Roguelike Development on 31/12/2008
Merry Christmas!
Posted by Scautura in Roguelike Development on 25/12/2008
It has to be said, given that this is the first Christmas I’ve had a blog (kinda).
Second, I’ve got a few ideas going through my head to do with weapons (clips/magazines, in particular) that I have to get written down somewhere, so you lot get to see the idea first. Well, second, since I had it in the first place.
I still can’t decide whether I’m going to do clips the “right” way or the “quick” way — I’ve already done the quick way, so it’s not a question of which is easier to implement. I’m thinking in terms of doing fun stuff like having clips with specific ammunition combinations (as set by the user, rather than the weapon), along the lines of tracer/AP/HE (think of that getting fired, 3 round burst, into a fuel tank — tracer makes sure you’re on target, AP punches a hole, HE makes it go BOOM! Not allowing for deviation, recoil, etc.) I think it’s probably too much work for too little benefit, but I also like the idea of having a burst for any occasion (soft target, hard target, any target).
I’m mostly recovered from the last 6 weeks of work, so there may be a new release by the end of the year — or at least, some new screenshots. I’m still wondering how I can make things even better with LibTCOD, so initially we’ll see a basic port.
Bursts of Activity
Posted by Scautura in Blogging, Roguelike Development, Work on 30/11/2008
OK, more like long periods of inactivity punctuated by more bursts of inactivity. I haven’t died, disappeared, been sent to prison, been kidnapped by Beyea Aliens (kudos to anyone who gets the reference) or any other big nasty problems.
I have in fact been working my [insert vernacular here] off at work with little time to spend either developing or blogging — despite which, I have been working on CR: TNB (all will be made clear soon — ish) using LibTCOD with all it’s creamy goodness. Unfortunately, my brain is a bit stuck on ASCII roguelikes, but hopefully a little tweaking here and there and I can have a pretty/shiny chrome/concrete kind of world in glorious semi-graphicy ASCII goodness.
The world has taken a slight twist, as I’ve started thinking a little bit more about “how we got where we are” from where we are now, and with zombies being everywhere, I thought I’d add a little flavour to the world.
I want to say I’ll have something to show at the end of the week, but that’s just begging for trouble. Instead, I’m going to leave you with something new: The Plague.
Effects and Pets
Posted by Scautura in Roguelike Development on 08/09/2008
Long time no post… Here goes.
Special effects to add to the damage system:
- Bleeding — take one lethal damage every step you take. Removed if you bandage yourself.
- Concussed — take one stun damage every step you take. Removed if you use smelling salts (wakey wakey!)
- Blinded — reduce view radius (variable). Removed if you use eye drops.
- Burning — explosive items (ammo, grenades, etc) can cook off, you take massive damage every step. Very bad, lethal, basically (don’t walk through that napalm) unless you’re wearing a fire suit.
Modifications to the damage system:
- Reduce crits and supercrits — they’re already pretty lethal anyway, so drop them to 1x and 1.5x respectively (this needs to be playtested — at the moment players are pretty fragile)
- Bruise (stun) from armour soaked damage — you should still end up getting minor bruising from getting shot. This is in conjunction with…
- Stun damage no longer kills — when you run out of stun damage you no longer die, but bruising will blow through to lethal damage (broken bones, rather than broken blood vessels). Further stun damage may cause you to black out (this is bad — you’ll basically be knocked out for a period of time).
At some point I’ll be adding shotguns, with spread based on range, but I’m not entirely sure how to handle it. My idea currently revolves around giving a fixed range spread/cone that rotates around the player, rather than the existing line for normal firearms. Of course, if you decide to fire solid slug, it’s like a normal firearm, but buckshot is a special case.
Dual purpose ammunition — hit someone wearing soft or no armour and it’s like getting hit by a dum-dum, but if you hit someone wearing hard armour and it’s like AP. Specialist ammo will be more expensive.
More later.
PS: You know what? I forgot about the pets… Doh!


