Thursday, March 18, 2010
Brazilian Japanese Woman
:-) I took a week of relaxation in the project by placing only a few things and some bugs.
First of all I gave up the color of life: the most green, yellow, wounded, and finally red in danger highlighted in red when there is a real risk of dying. This warning system will replace the wound making me gain space on the interface and finally introduces the system of dead-Arcan Myth, where there is risk of death below the mid-points of life with wounds not stabilized. This will make easier the death of Mr. @ is that of creatures, but will introduce the major advantage of Undead, which did not crack until it reaches zero.
I solved the bug instead of creatures which assigned to the same level, the same object: in fact this occurred when loading a save, then first-hand was not the case, which made it difficult to identify the problem.
A problem, however, yet to be resolved is the speed of loading an old save: now is very slow, not so much the size of the file, but for the extraction of creatures of various levels. Playing normally if I arrive at 6 or 7 of the dungeon without killing most of the creatures, saving and reloading I have a wait of 30 (!!!) seconds, something unthinkable for a game like that.
The solution however is not simple or recreate from scratch the functions of extraction or search for a way to optimize them. We'll see.
Thursday, March 11, 2010
Best Heat Absorbing Mat For Laptop
Cave Cave 0.2.4 0.2.2 - 0.1.7 Reduction interface
With Cave 0.2.2 has been hit another set of objectives, namely to reduce the interface to be displayed in the space available in a console by default.
This might seem simple enough, but Linux has a console, usually 80 columns 24 rows from the first interface is very little. Among other things, the 24 lines, only 23 are usable in that when the number 24 is busy, the console screen scale-up of a line, thus automatically cutting off the top line of the interface.
Of course if I had not implemented the first scroll of the map that goal would have been realized, but they are quite happy to have solved all in one week.
However, the optimization of the game remains a bugged and I carry on even during the development of other features. That provision does not allow me to carry out some other ideas I had in mind, but to which I will not give up and then continue to reflect on how to gain new areas without the gameplay are affected.
With Cave 0.2.2 has been hit another set of objectives, namely to reduce the interface to be displayed in the space available in a console by default.
This might seem simple enough, but Linux has a console, usually 80 columns 24 rows from the first interface is very little. Among other things, the 24 lines, only 23 are usable in that when the number 24 is busy, the console screen scale-up of a line, thus automatically cutting off the top line of the interface.
Of course if I had not implemented the first scroll of the map that goal would have been realized, but they are quite happy to have solved all in one week.
However, the optimization of the game remains a bugged and I carry on even during the development of other features. That provision does not allow me to carry out some other ideas I had in mind, but to which I will not give up and then continue to reflect on how to gain new areas without the gameplay are affected.
Thursday, March 4, 2010
9151 Fisher Price Baby Gate
Cave - First Dungeon Random
The first experiments on randomly created dungeons are going well.
remain the problems mentioned in the post last week (the ones on the doors so to speak), but I added some goodies.
First is now the dungeon full of traps, secret doors and locked doors (the latter two are 5 / 10% of the total capacity) and the dungeon is now larger than about 1 / 3 compared to before.
I also added the scroll of the screen, hitting right now one of the features that I proposed. This goal is in fact fundamental for the achievement of others such as the reduction of the interface for example. In
Forum Rogue Temple I have pointed out that it is not clear from the outset that the console window should be enlarged, so I put a notice on the screen for entry, we hope to serve.
I noticed a bug that I have yet to be analyzed carefully: on some levels all creatures carry all the same equipment. It may have turned out just now because of changes to rescue systems (for managing the dungeons of different sizes).
the moment is everything.
The first experiments on randomly created dungeons are going well.
remain the problems mentioned in the post last week (the ones on the doors so to speak), but I added some goodies.
First is now the dungeon full of traps, secret doors and locked doors (the latter two are 5 / 10% of the total capacity) and the dungeon is now larger than about 1 / 3 compared to before.
I also added the scroll of the screen, hitting right now one of the features that I proposed. This goal is in fact fundamental for the achievement of others such as the reduction of the interface for example. In
Forum Rogue Temple I have pointed out that it is not clear from the outset that the console window should be enlarged, so I put a notice on the screen for entry, we hope to serve.
I noticed a bug that I have yet to be analyzed carefully: on some levels all creatures carry all the same equipment. It may have turned out just now because of changes to rescue systems (for managing the dungeons of different sizes).
the moment is everything.
Tuesday, March 2, 2010
What Happend To Mysore Malligae
Arcan Myth RL 0.2 - 0.1.1 Cave Cave
Just as I did for version 0.1, for this I decided to create a list of objectives to be reached before publication.
The 0.1 actually has rejected a number of specific I had planned, but in return it has achieved more then unexpected, so I feel I can say that this list is not as rigid as I would, but may vary as you progress in development.
features of 0.2 will likely :
Just as I did for version 0.1, for this I decided to create a list of objectives to be reached before publication.
The 0.1 actually has rejected a number of specific I had planned, but in return it has achieved more then unexpected, so I feel I can say that this list is not as rigid as I would, but may vary as you progress in development.
features of 0.2 will likely :
- Creating random dungeon at the first visit of the character
- Scroll map
- name attached character
- Reduce the size of the interface
- Implementing multiple attack and defense
- implementation of the type of defense to be taken (block / dodge)
- Improve the AI \u200b\u200bof the creatures
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