Posts Tagged development

Temporary setback

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.

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New Screenie

screenshot0011I said I’d try and get either more screen­shots or a release up — I haven’t quite got as far as the release (refig­ur­ing code wasn’t as easy as I thought). This is the char­ac­ter gen­er­a­tion screen, with new LibT­COD good­ness (ish).

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Merry Christmas!

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.

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Bursts of Activity

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.

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Effects and Pets

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!

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