Monday, May 10, 2010

Graves Disease Treatment

Bug RL, compilers, and technical problems

How sapetelo roguelike development is stopped to pull me a bit 'breath and make room for my other activities (Kung Verona was for example), but I nevertheless decided to continue to test the game engine to decide what would be the part to be developed to arrive at 0.3.

But a problem arose.

fact the 0.2 has a critical bug that occurs from the seventh level of the dungeon down: in practice, when you enter one of these levels there is the possibility that the game crashes (segmentation fault) in an array result of chance with the wrong size. I fixed the bug on Saturday night but then I have not had time to replace the package to download.

The problem is that Saturday I also decided to reinstall the operating system (Kubuntu) in its latest version (4.10), saving data and reformatting. The thing is successful and, beyond the obvious problems of settling in, I'm pretty happy.

But the surprise comes for the D-Tango. In fact, before reinstalling I made sure that the packages were ready to Tango the new version, but they were not supported by DSSS, my favorite compiler. Asking on the forum I was told that there was a new project called LDC that would somehow supplanted DSSS no longer supported. So glad I was able to reinstall.

Things have gone a bit 'differently: LDC did not want to compile my sources, but mostly because the new version of Tango had changed several libraries. Once aligned, and downloaded gcc, I could use to build LDC. Again, however, the comnado for LDC plans to list all files that are imported, which was not the case with DSSS and that made him so useful.

But I'm not so picky: in short, if LDC offers greater performance are also willing to create a bash script to compile all my.

But the real problems here were born. The latest compilation

LDC creates an executable slow, but very slow: imagine that they are not even able to start it because after 10 minutes I was waiting for initialization to end I gave up and went to bed.

I decided to return to DMD, the with that command I had to make a list of all files, then so be it. Tested just now the game is back to his usual speed and then all, at least for the moment, is solved.

I groped to reinstall anyway :-) DSSS We

Thursday, May 6, 2010

Punnett Squares Using Horses

Arcan Myth RL 0.2

. A little over two months after 0.1 comes this new version (available in downloads page ) introducing all the new predetermined, thus reaching his goal. The game, for those who have only tried the 0.1, is substantially distorted.

The change of interface, the tactical possibilities, the variety and size of the dungeon, the differentiation of skills and lots of weapons little touches make this version like a rogue is more pleasant (and harder) to play.

However, the development for a while 'stop here. In fact, I sort of decided to take a break from the game for testing that will start the development of 0.3. In the meantime I'll still be available for the management and resolution of bugs .

But we'll talk about later.

Thursday, April 29, 2010

What Does A Size 12/14 Woman Look Like

Cave 0.5.9 - Specialization and variety

This week was very productive and all created things have approached the development version of that publication.

Now the game has 4 different types of dungeons, adding variety to the usual standard format only dungeon rooms and corridors. These new models but will not be available in the early levels as make the game more difficult because they allow the creatures to approach the player with ease: perhaps I should limit this aspect but I look some feedback from my testers.

I added new skills for weapons. Basically now you can not use any weapon with the same skills: FIGHT has been relegated to only a bare hand fighting. The skills are added for different types of weapon and have different costs: Little weapons (dagger and knife), Axes (Agree and Axe), Swords (Sword and Short Sword), Sabres (Saber and Scimitar), Maces (Mazza and Morning Star), Pole Weapons (Spear and Halberd) and 2 Hands Weapons (War Hammer, Battle Axe, and Broadsword 2-handed). For bows and crossbows is one skill (Throw). Of course, more is the ability to handle powerful weapons, the greater the cost in terms of points increase, but must be considered that the arms are strongest at lower levels and weapons in two hands does not allow you to use the weapon room. I introduced the Mini-

(control m) where they can see a rough map of the area explored in miniature: this is to be improved to make it more visually pleasing and perhaps give more information about the dungeon itself.

The death of the character is visually in a different way: essentially disappears from the dungeon, and if there will be sources of light, you will see creatures moving around or away from the battle zone. Press ESC to return to the main screen.

Apart from removal of some minor bugs, I think that's all. By now the specifications for the 0.2 have been far exceeded, then I will spend this week doing tests and fixing bugs that I will report. But I hope to publish before next Thursday. We'll see :-)

Thursday, April 22, 2010

Audit Sample Size Calculator

Cave 0.4.8 - Do not underestimate the enemy

As I predicted in last week's post these days I concentrated on improving the development of intelligence artificial creatures.

The AI \u200b\u200bis then improved, but it is not the final version, is simply that it is enough for now. Now essentially a creature chasing mr @ to attack without making random movements and also to get past smaller obstacles: However the biggest obstacles blocking creatures, but this will be resolved when I decide to further improve the algorithm. The creatures are also attempting, as far as possible, to avoid each other to focus attacks on the common enemy: I have not added the option to not attack a creature unless it is a prerogative of the creature that attacks, partly because I wire this to the race of the creature same: maybe it's easier for a goblin attacks rather than a centipede another goblin or an orc relative.

I also fixed some minor bugs, such as written rescue corrupt exit from the game and the appearance, seemingly random, new creatures when they were killing each other.

With this improvement culminating in the targeted for 0.2, but as I said I wait before posting to try to offer a greater variety in random dungeons. But I hope that the publication will happen soon, perhaps within two weeks.