Roguelike - Big rewrite progress

Published October 02, 2014
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Been a while. Still don't have as much time as Id like, but I've been making some progress. More of a refactoring rather than a rewrite. Tore apart how the entire item system loads templates, creates items and the whole drop system. The entire system has been parametrized and is completely defined and loaded from external xml files. The goal being to move more and more to an engine framework.

The UI pertaining items in the inventory has been cleaned up to. Every item displays, displayable, parameters along with description text that is loaded from the same xml files. A few other changes will be left for later. Such as a bigger inventory, stacking and equipment comparison.

I've done a lot of cleanup in the code base. lots of little things to help myself out. Just cleaning up header files, commenting and renaming several functions to make it clearer what they do exactly.

I've also set the win condition for the game. There will now be a finite set of floors. The bottom floor will contain a boss that must be defeated to free yourself from the dungeon. The dungeon will still be regenerated on each floor and no way to back track. I'm hoping this will still keep my goal of a fast game yet casual game. I've also gone with smaller floors,, from ~50x50 to 30x30 maps. As I don't plan on an auto explore feature it helps cut back on the tedium of exploring useless area after useless area.

Along with making everything mod-able and more of an engine with a game built from it. The dungeon will use loaded parameters as well. Each floor will have a defined them, list of creatures that can spawn. Definition for the type and amount of features that can spawn on the floor. Each floor will have a list of creatures that can spawn on it. This could allow mini bosses on certain levels aswell.

I'm hoping to have enough time to finish some features and have a release by next weekened... by the 5th. It's been fun again develing back into the code and actually getting things done. Summer is finally coming to an end letting me have time again.

Planned Features Before Release:

- Double the inventory space.
- Stackable potions and food in the inventory.
- potions that cause over time affects
- making the creature system completely define/loaded from xml files.
- making the curse/aura/status effects system completely define/loaded from xml files.
- completing the creature stats system.
- completing the inventory system.
- completing the curse system.
- clean up the combat algorithms.
- implement the new turn system.

Alot of what I have planned to work on next revolves around the creature system. Most of it is very simple, just a matter of taking the time to code it. Some of it is just re plugging systems in. The major and only no sure of feature is the turn system. I have the concept and plans all laid out for it. I just don't have it clean enough in my head. A portion is a bit muddled with the fact alot of the coded auto assumes it's the player performing the action. The AI can only perform moving and attacking right now. Making the change to allowing it to do anything the player can and displaying it properly I fear might take more than I'm thinking. Though I may just be psyching myself out.

Till next time, keep coding and never give up.
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