tag:blogger.com,1999:blog-92180313549516124962024-03-05T02:34:12.384-08:00bad scribblers random blogA blog about things. How novel.
Talk about games of the console, computer, and table top kind. Add some programing nonsense and some drawing nonsense. Then season with some random stuff not covered, like how I stretched a buck by eating fried flour that day.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.comBlogger116125tag:blogger.com,1999:blog-9218031354951612496.post-5027840951146405232014-03-14T20:57:00.000-07:002014-03-14T21:22:23.234-07:002014 7 day rl done!It's done. Here's a link. <a href="https://www.mediafire.com/?eb2uac1de8nv117">Cyber Quest</a>. Oh god am I tired. I may post more later.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-79756637434351381892014-03-08T07:02:00.000-08:002014-03-08T07:02:20.217-08:007dayrl 20014 project MOV [title] "Cyber" JMP QuestI haven't touched this in a long time but might as well use it for this. Going to do the 7day RL starting at 10 AM saturday and hacking away the rest of the week.<br />
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Working title to keep it from being Cyber Quest is<br />
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MOV [title] "Cyber"<br />
JMP Quest<br />
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as it's mostly full of programing and digital nonsense. Since I'm bad at the whole tactical roguelike bit being fun and find I really enjoy the standard JRPG formula with a bit of a kick I'm going to work off that assumption. Still going to be some dungeon crawling, still going to be random rooms and loot tables, but now it's less bump and more menu combat. This probably kills it for a lot of people but it's what I enjoy as seen by my working on the currently in redevlopment hell Into the Labyrinth. Also lets me try and make an interesting combat system without going nuts. I'm also going to try and at least make it look unique with some CRT monitor inspired effects as I can do it easily with libtcod.<br />
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Going to take a shower and then soon it will being.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-62970221787383435212013-03-16T09:11:00.000-07:002013-03-16T09:50:18.252-07:007day RL completed7day rogue like Successful.<br />
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Appease the god will be up here in windows executable form. If anything else is needed I'll link.<br />
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Link to the executable. I'm far too burned out to say more right now. Was interesting.<br />
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<a href="http://www.mediafire.com/?95mdaodnpc3ztxz">Appeasing the god.</a>badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-87612566331639698412013-03-11T20:20:00.001-07:002013-03-11T20:20:26.566-07:007 day rl 3rd dayLots of progress. Have almost all the item types I want in the game, All the enemy mechanics I want, and the gimmick firmly in place. Now comes the horribly filling of content and figuring out how to balance/make this fun. Not much else to say, happily surprised at progress so far.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAQejKyExt9fPbfK9UeFU6uQWpcRPt_TdxfP5YPSlcfWJ9utw0liKp5Qq4gFMcyrkDucyv5dFO-0iUkvj_ll4hTbUrSEqMxqOQ-myRyssRXuLGu7hzLzvE6iJiJDz2F97BqlAlheieM0Mr/s1600/roguelikescreenshot.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAQejKyExt9fPbfK9UeFU6uQWpcRPt_TdxfP5YPSlcfWJ9utw0liKp5Qq4gFMcyrkDucyv5dFO-0iUkvj_ll4hTbUrSEqMxqOQ-myRyssRXuLGu7hzLzvE6iJiJDz2F97BqlAlheieM0Mr/s320/roguelikescreenshot.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">And a screenshot for giggles</td></tr>
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<br />badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-51331840410098022322013-03-09T16:54:00.001-08:002013-03-09T16:55:03.076-08:00Alive for the 7day roguelike challengeYep I haven't been updating here at all. Though it's an update now.<br />
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I'm taking part in the 7day roguelike challnege and am now taking a break. My current game idea is playing with items as progression, no stat ups you're entirely determined by what you picked up, and mazes. The maze part was more recent but I'm just not liking the cave algorithm I've been using. I'm not a fan of items as character mostly due to their random nature hence why I want to try them out.<br />
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So far my framework is out, I'm using python and my tkinter roguelike toolkit to actually blit things to the screen right. So far I have 4 enemy AI and am about to try and get in procedural map generation and ye old fog of war.<br />
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I'll try and update this daily but odds say that won't happen. badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-3248804567928466622013-01-29T17:59:00.002-08:002013-01-29T17:59:52.661-08:00Upcoming 7day roguelikeRPG like is getting lots of additions now for abilities which will be a core part of the game. Anything that doesn't use status effects or anything fancy only takes about an hour to set up and bug test. That said I was going to take a break in the upcoming month to make a simple roguelike just to keep my skills sharp and back off from working on rpglike. Thought being that a little break will have me come back with fresh eyes, luckily for me the 7day roguelike challenge is coming up and I think I'll take part in it.<br />
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I have a good idea what to do and with that said will be trying to use my current python "engine". Since you're allowed to use toolsets and such I'm going to use it as well otherwise I'll just be reprograming it in a small amount of time. So to prepare I'm going to do the mini roguelike before that to see what breaks on the engine. Actually excited for this, not sure how well I'll do but I'm going to do it.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-72321656768941257822013-01-11T16:48:00.000-08:002013-01-11T16:48:17.108-08:00Slowly chuging out progressI've missed some update days and have quite a few things to go over. Since I'm horrible at writing up an entrance to this I'll just lazily give a list.<br />
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Character abilities : Characters abilities are no longer linked to stance and class. They are now their own drop down menu in the middle of battle that is selected and changes your current action. This took some rewritting of the battle system but it's going to make putting new things in as easy as making the "attack" function and adding it to the proper lists.<br />
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Different wands : Wands are now unique. They no longer just a charge number and a name pulled from a weighted list. Each wand can effectively have unlimited effects as long as they all go off on the target. I even for giggles added a "cursed" trait which forces the target to be the person useing it, not sure how long it'll function like that but I like the idea of cursed items in a roguelike as long as they aren't the anoying sticky ton of penalties kind. Been playing Brogue and listing to some talk about it has really given me ideas on what I want to do with curses but I'll can them if I can't keep the concept intersting.<br />
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Status Effects: Coming in static and timed flavors these do various things. All of them work on a tag system that's referenced when the event is called for. Wands mostly prompted the status effect development and the abilities have taken to them for effects from abilities such as a boost to the next attack or a risk on powerful strikes.<br />
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Monsters per floor : Finaly got this in here which will allow me to build the dungeons to be different. Old system only cared about what level of depth you were on and made monsters based on that. Other fun things with monsters per floor is that this can change over time. Cause the large predators in some eldritch horror underground cave to disappear? Now you have to deal with a lot more of the poisonous not quite veggie eating pray they ate.<br />
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Weapon/armor generation : Weapons like wands were just a number and name before, now they are their own full fledged class with fiddly bits and material components. I plan on allowing some upgrade to weapons of building and refining weapons through a game has more appeal to me than weapon tiers. That said I'll probably still fall into the trap of weapon tiers as that's how the game works right now.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-43816097387404305242012-12-24T22:36:00.001-08:002012-12-24T22:36:58.155-08:00Season updatesMore progress on the continuation of RPGroguelike. Getting more things set up with a complete overhaul of the internal stat system and the beginning of moving things around to their own modules for my own sanity though not sure how clean it'll be in the end. This mostly was started when my main file hit 4k lines and I was having to use the class viewer and comments to figure out where the code I wanted to work on was. Hopefully it'll stay clean enough for my tastes for a while.<br />
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Major updates is status effects somewhat hap haphazardly tacked on and better pick up and equipment systems. Though that isn't much of an upgrade as it was pretty bad before.<br />
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Major goal right now is to try and get abilities being gained mid game, enemy abilities, and areas linked to different monsters. Should possibly make a goal sheet for here or something.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-78133316084767389422012-12-05T19:20:00.000-08:002012-12-05T19:20:04.002-08:00More progressLunch break and coffee breaks are being productive. Continuing to figure out things and expand on rpglike as it's a working model.<br />
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Got an Overworld set up and multiple dungeons/towns working. Some minor glitches with that and need to get individual monster encounters in there but it's a very good start. Got a lock puzzle set up so quickly it's leaving me a little sad I with how legend was holding up, but it is giving me ideas on how to generate the puzzle dungeons more effectivly though I have a lot more work I need to do on room generation.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-14676679184365380632012-11-22T21:40:00.000-08:002012-11-22T21:40:45.449-08:00thanksgiving release RPG Roguelike proof of conceptSo I've got something finished and pushed it through py2exe and heres the link<br />
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<a href="http://www.mediafire.com/?1a24am2qi3534jq">RPG roguelike proof of concept</a><br />
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Its got bugs and even the ending is a bit buggy but it's still my first finished game. Which is sad as it is poorly coded to me at least but it's done. Still I'd like to expand on this idea and this is more of a proof of concept, not going to expand this actual chunk of code but going to probably use it as a basis to make someting more fleshed out. The floor generation could use a sledge hammer on it as it is pretty boring though following original 'rogue' in spirit. Read me is put here just for convenience of filling this out. Also finished before deadline, yay.<br />
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RPG roguelike Proof of concept.<br /><br />run main.exe to play<br /><br />A simple RPG combat system fitted on top of a very basic roguelike idea. Go through 10 floors to defeat the evil demon lord.<br /><br />forewarning : This game was more of a steping stone for me to complete a project and learn from the experience. The game probably has more than a few niche bugs that I have not encountered and may never fix. Also the balance is somewhat skewed. Also there are bad jokes in here, the character selection for one.<br /><br /><br />Character classes<br /><br />Rogue : A thief who starts with the highest dodge. Rerolls dodge bonus for going first in combat and running away from encounters. Uses cowardly tactics to increase success of dodge rolls.<br /><br />Fighter : A warrior that starts with the highest hp. Rerolls strength bonus to attacks. Uses tactics to lower a foes chance to dodge or protect an friend by making them harder to hit.<br /><br />Wizard : A Mage who starts with a wand. Increases damage done with wands. Is able to cast spells that ignore toughness damage reduction and create a shield on self and friends that may completly nullify an attack, this is however unerliable.<br /><br />Cleric : A man of faith who starts with the most potions. Is able to call down a smite on foes that always hit and heal allies however is not entirely reliable.<br /><br />Paladin : A man of faith and steel. Rerolls toughness bonus for reducing damage. Has an oath to protect when used on a foe rolls dodge to get in the way of the attack regardless of the target on a friendly target will always intercept the attack.<br /><br />Peasent : Repressed extra brought into the dungeon, not really a good option doesnt' even have class abilities.<br /><br />Keys<br /><br />Battle<br />Arrow keys - move cusor around<br />Q Quaff - use a potion on the target to heal.<br />A/Enter Attack - Attack selected target<br />Z Zap - use a wand to deliver a massive magical attack at the target<br />S Stance - change the character to a regular stance<br />C class stance - use the class stance for class specific abilities.<br />R Run - run away from battle.<br /><br />Outside of battle<br />Arrow key - move character around<br />S Stats - view stats<br />P Pick up - pick up an item off the ground and give it to a party member<br />> Go down stairs - Go down some stairs.<br />Enter Accept option - used in menus<br />badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-27462330377251389682012-11-18T19:44:00.002-08:002012-11-18T19:44:58.539-08:00Last week rushAlright RPG Roguelike prototype has had it's map size increased, A minor change added to map generation so it isn't painfully long for most floors, paladins added with working stances, fighter stances added, and initiative now works. So I guess it's time to add bloat features as the floors are actually boring with little on it. Granted the "floors" are simplistic 4x4 grids with rooms and such but I can still try and improve going around them.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-49263546272016247592012-11-11T19:26:00.002-08:002012-11-11T19:26:51.837-08:00Rise from your grave.So I have tried things. I am both pleased it works as well as horrified that it works. <br />
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With more instinct and less planing I have thrown together a system. I am unsure if I've talked about the "RPG roguelike " on here extensively or not but I have had the idea of a party based roguelike that uses traditional RPG combat. While not very roguelike it was always something I had in mind and so I used the idea as a basis to just throw something together. Bad code practices, no planing of expansion, ad hoc addition of new features, and for no reason it became more complete and better functioning than anything else I planed. Even only really done on a trip to a friends house and done on lunch break but here is some things.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjurDzVAIZpUHvHWIPLOLmg0GUpL-iOjtuZZd9GEzOXCTQVMGa96l0lrC5Bu74KvyjBQ4efIExHGzXK4n3fGdVm76w7iLNbdIydhPloszD7VyVSB0oyt3Jh7qiU2XqdMahOGWhSMlh8OJKT/s1600/goblin.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjurDzVAIZpUHvHWIPLOLmg0GUpL-iOjtuZZd9GEzOXCTQVMGa96l0lrC5Bu74KvyjBQ4efIExHGzXK4n3fGdVm76w7iLNbdIydhPloszD7VyVSB0oyt3Jh7qiU2XqdMahOGWhSMlh8OJKT/s320/goblin.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Combat from a more civilized time.</td></tr>
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The bread and butter of the game. Guys on the right, enemy on the left. They smack each other until one expires. There isn't much to this, while the stat system is somewhat interesting and different combat is pick an enemy hit enter to hit, force someone to quaff a potion, and maybe zap some wands. A little bit of complex things with classes such as cleric having healing/smiting ability, wizard effectively zapping a smaller wand, and rogue being able to bravely run away. Right now fighter is shafted until I do some thinking on how to just toss in his class feature of making allies harder to hit.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm2QBxZChRwyrkkWH-q9rCJtOvINlHisOWupZ3kQ3vuaZr1ZaKBX9C0eV1PTAPOZuQq_soWvYQKl4fEpBV8kzkONMWmfSNpDG1cYHCq31mdC-vfrcqiGxRxTjxgPVVV_UPqZ1RaJvT2w25/s1600/wand+up.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm2QBxZChRwyrkkWH-q9rCJtOvINlHisOWupZ3kQ3vuaZr1ZaKBX9C0eV1PTAPOZuQq_soWvYQKl4fEpBV8kzkONMWmfSNpDG1cYHCq31mdC-vfrcqiGxRxTjxgPVVV_UPqZ1RaJvT2w25/s320/wand+up.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Every roguelike needs that Z key to be very important</td></tr>
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Some items scattered about. Nothing to brag about, characters can only have one wand at a time, one piece of armor, and sadly no weapons. I plan on putting weapons in soon but the typical "nothing complicated" philosophy has deterred me from adding it as the state of the game currently works.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaH6Mc_Lg6GgO7VYslZ9rqTrUSHSkm2e0B1iFmS_9tzXoWsTRPMd5W6mp2wyxnUTA4L4a9G2SZ9qw8MdS1NAOEZrR9EO8HCTjAfBPcJv8ccAn2v3x2_0V9O73OCMqkJGtyZ33a0IuRJ7z-/s1600/move+successful.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaH6Mc_Lg6GgO7VYslZ9rqTrUSHSkm2e0B1iFmS_9tzXoWsTRPMd5W6mp2wyxnUTA4L4a9G2SZ9qw8MdS1NAOEZrR9EO8HCTjAfBPcJv8ccAn2v3x2_0V9O73OCMqkJGtyZ33a0IuRJ7z-/s320/move+successful.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Move A'tt for great justice</td></tr>
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Rooms are small, whole screen is too small right now. I have a bad testing default that lets me look at code and the game screen at the same time. I want to try for a 4x4 room set up and maybe something that resembles interesting rooms instead of this generic grid. Also fog of war, it's not interesting to explore without a fog of war.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1mZR2nEnxYBeTfi7mJYBXGHMGMMNz6jcO8Aqm0Evkj_AtuTSncSplYjxa7NcpzzDMHntO0I2AyfOyYCcNwP45EvF-MPu0lJCYMYtLM-V8kRFoFA2dIgwYECYBexeEjQJ-a0DfNT8h7C2D/s1600/a+wizzard+garry.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1mZR2nEnxYBeTfi7mJYBXGHMGMMNz6jcO8Aqm0Evkj_AtuTSncSplYjxa7NcpzzDMHntO0I2AyfOyYCcNwP45EvF-MPu0lJCYMYtLM-V8kRFoFA2dIgwYECYBexeEjQJ-a0DfNT8h7C2D/s320/a+wizzard+garry.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Good, bad, he's the guy who starts with the wand.</td></tr>
</tbody></table>
I said before 4 classes. Each class has different starting stats that matter less and less as the game goes on but have their own class stance. Class stances are a cheap cop out instead of having menus during combat but it's seemingly working well. I plan for at least one more class and maybe taking out one joke class I added in to amuse my friends I sent this to.<br />
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Current plans for this is to polish up what I have, squash some bugs, add another class and some features, and see if I can push this into an exe format. We'll see if I can get this all done before thanksgiving.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com1tag:blogger.com,1999:blog-9218031354951612496.post-41018194894077301532012-10-28T19:07:00.002-07:002012-10-28T19:07:38.876-07:00Legend reduxAfter tinkering and doing a few tests I've come to the conclusion that I have hit the classic blunder.<br />
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I have optimized my code before getting it to work.<br />
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Trying to add to the system is a struggle that requires far more testing than it should and far more planing. I've learned a lot about trying to get this system to work and got what I thought were nice things to put in but I'm left frustrated trying to add new events and functions without breaking nearly all functions before it. Adding new features often breaks old ones in unexpected ways and that's a way of life but I shouldn't be looking into how to rewrite all the old systems everytime I add a new thing as they were too clunky due to optimization attempts.<br />
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So I'm going to look around and look at other developments of roguelikes and reread some articles. I hate to lose a lot of the progress I've done but at least I have some functions I can transplant as they were not reliant on the system. Though I need to stop making this harder than it is, for giggles when I visited a friend I got a very basic roguelike set up using some older code I made in the past in about 5 hours. I can't even add in pits in legend in 5 hours which is what the problem seems to be. It doesn't follow my development style and is killing the project more than I am being lazy.<br />
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So rewrite three here we go. Least I'll have a few more corpses of experience on this one.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-17708454472332911872012-10-06T10:56:00.002-07:002012-10-06T10:56:34.971-07:00Work load and updatesAlright been a while so I figure some sort of update is in order. This month has been pretty hectic but between last post and this one I have gotten some things done in Legend. I've found a glitch with switches that has been fixed along with arrow not properly destroying themselves on impact with switches. So the old classic shoot the target to open the door is now possible. I have gotten the shooting mechanic linked to a basic variable that pretty much says "you have arrows proceed to shoot" which isn't something I like but it'll have to do for now. Next step is going to be figuring out how to place switches that require an arrow to be shot at them to open up the door without blocking off rooms. There are some cheap solutions like predefined rooms I'd like to avoid but I'm not proud enough to avoid using them just yet. Right now it looks like the quickest way to do this is to put the switch in a corner and make pit tiles around it, simple, doesn't' block doors, and gets the job done. Later I can expand it.<br />
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That said times are looking a bit tough in getting to the keyboard to program things. Extra hours at work and just general things getting done has eaten into this. Break time is not long enough for the debugging process right now and I need a better system set up to just add items to the game. Not giving up on it though.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-34965153322888167752012-09-09T17:23:00.001-07:002012-09-09T17:33:51.308-07:00busy life little posts<div class="separator" style="clear: both; text-align: center;">
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Not much to say here. I've gotten some dungeon generation code down that I like and works... most of the time. Right now it's step on switch and somewhere a wall moves so that you can pass and go forward. It's rough around the edges but it has some potential. Right now there is a bug where sometimes rooms will magically disappear and link wrong by overwriting a doorway so that you'll walk into the room and walk out of the doorway you just went through to enter an entirely different part of the dungeon. Effectively this makes it so that you can't go back past that point as the doorway that did it was replaced with another one. So fun times trying to fix this bug. For giggles here's a screenshot. I have arrows added as a shift + directional button and may use this as the standard for ranged attacks. I also have FoV made because I thought I could hack out something and well I did. Probably won't be in Legend but it was successful programing. Also added is a menu system to the left, not sure if it'll make it to the game but it was something to try.<br />
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<tr><td class="tr-caption" style="text-align: center;">mostly explored room</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Room east of first one with 2 switches</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Stepping on a "switch"</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Firing an arrow at the fake door</td></tr>
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badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-47507338699117708112012-07-22T14:57:00.001-07:002012-07-22T14:57:25.521-07:00Minor updateWorked on some tools that may or may not make it to Legend but have finally got a working a* path finding formula going. Maybe could update with something sometime soon but not much worth showing.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-86239422636865110352012-07-15T17:03:00.001-07:002012-07-15T17:03:16.447-07:00Field of ViewReworking the basic display parts of my game as well as storage ideas for maps. What I currently have is far too cumbersome to work though what I am making may not be too efficent. Will work on it later but results are promising. Though side tracked by trying to figure out the ever elusive field of vision formula I always mess up. Completely pointless to anything I'm working on but I still want to get it licked if I ever use it in the future.<br />
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Currently working with something called the Bresenham's line algorithm. It's working for revealing all the squares I want revealed but I'm doing something wrong in pruning the blocked ones. Still working on it and learning from it and also may have something simpler to upgrade legends engine. Would just need some readjusting to work with the current generator though.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-63322166500892977642012-07-08T22:01:00.001-07:002012-07-08T22:01:47.800-07:00Progress<div class="separator" style="clear: both; text-align: center;">
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Long short is earlier this week I had a revilation of how Zelda keys work and how I was working on something far more advanced. I probably won't be able to work on giving more updates (as if that is a change) for a while as I'm on training at work which is screwing with my scheduled and a lot of other things. We'll see how it goes but progress. I suppose next would be adding combat back in and populating with some basic move towards player gloop and moblin equivalents and adding some sorta simple boss before a shiny ending spot. Then release a demo possibly with the python to exe creator so we don't have to bother with python problems. Either way progress.<br /><br />badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com2tag:blogger.com,1999:blog-9218031354951612496.post-67171102658544965012012-06-18T15:06:00.002-07:002012-06-18T15:06:56.434-07:00100th postYou know I was going to hold off on a 100th post till I had more done, but life gets in the way and so does myself. I do however have things to share.<br />
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One weekend when I couldn't get anything done a friend made a bad joke involving anime and dungeon diving and I took it to an extreme and made a prototype battle system in about two and a half hours just to see if I could. I was quite happy with myself and realized that I've been getting wrapped up in the large picture and over complicating my projects which should come as no surprise. Though I learned a lot, after all I got this running in 2 and a half hours and it fully works for what it is. Used a lot of philosophies learned from my other projects and improved on the mistakes there to make something small and entertaining. Then I made the item mixing system I always wanted to test as a side note and an odd floor viewing system.<br />
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It was really fun and not the general look at my mountain of code and see just a lot of work and breaking things to get it to work. Mostly because everything was self contained and not constantly building of each other while these things could feasibly be layered on each other which is generally how games work. So this got me to thinking about Legend and RPGroguelike as well as my friends (now plural) games I've been tinkering with.<br />
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Long short I need to rewrite a lot of things and break what I have. Not completely throw away everything, I think some of my character storage formats and other things are workable, it's just that I have them poorly formatted to what seems to be my general programing style. Short focused bursts that accomplish something without having to debug something else midway through to get it to work. It may be kinda crappy and kinda unprofessional but that's the way I work on my own fun things. I've spent enough time proving I can debug a single program for 8 hours for the majority of a week and make slow but somewhat noticeable progress and my own projects are suppose to be what I enjoy doing. So I'm going to do just that, break my projects up into smaller more manageable components and live on a philosophy of "if I can't add a chunk on my lunch break I need to make the goal smaller". <br />
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So none of my projects are dead, but I'm eyeing up better ways to construct them so I don't end up back at this monumental roadblock that keeps me from doing anything. I've already refactored my friends GUI system and am quite happy with how much easier it is. So more of a learning experience. Hopefully I'll have something to show later, may not be any time soon though. RPGrougelike is quite on my mind with how well my friends joke of an idea got done, but I may have to do more tinkering before anything comes out of it.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com1tag:blogger.com,1999:blog-9218031354951612496.post-77103924820840989292012-05-15T19:09:00.000-07:002012-05-15T19:09:08.501-07:00Haha delays and the need for flow chartsI've been slacking. Quite a few things going on but in the end I have been slacking. Trying to now schedule my time a bit more effectively and actually set some times to sit down at home and get through the hard bits which seems to be popping up in the two projects.<br />
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First off in Legends is actually getting a dungeon randomly generated with keys. Have the corridors system set up and and the key placement set up. Should be a very easy goal to accomplish but debugging it took some wind out of me so had switched up to figuring out inventory. That's mostly been designed but some problems have come up that I need answers for, mostly whats the best way to "stack" bonuses from items and interactions between items and other entities. It was real simple in my simple roguelike as just damage was passed back and forth but I plan on having some things like elemental effects of the classic zelda nature. Freezing and setting on fire namely. So without a clear plan on that it's sorta slow now. It can be done and I just need to focus a bit more on it.<br />
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RPGlike is actually going along well, getting casting in and all that. The problem is that it's slowly becoming a mess of spagettii behind the combat engine scenes with how the input is coming in and I need to figure it out before I get to the point where I consider rewriting the engine with every new feature. So long short, I need a flowchart for both of my projects fast. So that's my next goal is to hammer out something looking like a plan for the current systems I'm working with and match code to it so I can better divide my effort instead of stopping dead at walls.<br />
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In other news my friends project is developing nicely with me hammering out the heavy lifting parts. Funny how that works but since this is so bare bones it's like junkfood to me and get things done on coffee breaks, I don't think I'll be putting most of my scheduled time to this as it's a text based game but good lord it's nice to have things work.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com0tag:blogger.com,1999:blog-9218031354951612496.post-60494694484950355732012-05-05T15:08:00.000-07:002012-05-05T15:08:59.632-07:00Random updatesWow, getting used to this new layout is a bit weird but anyways, updates. More tweaking and figuring out some major decisions for Legend. I think I have an idea of how the incantatory is going to be set up, nothing fancy for now just current weapon, a selection of active tools, and armor pieces. RPGlike has spured this on as I have it mostly done, I just need to make the items have an effect now. RPGlike has also gotten spellcasting working in it a bit, lots of tweaking to get it up but it's framework is there.<br />
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Yeah not much getting into here, lots of things going on and work is picking up more. Also trying to help a friend learn how to code, will have to see how that goes. In any event ,progress.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com2tag:blogger.com,1999:blog-9218031354951612496.post-20934940047573882882012-04-18T16:14:00.000-07:002012-04-18T16:14:00.379-07:00Inventory management.More code done and more design patterns to figure out. My current goal is to figure out basic selection and swapping of items on a character. This is leading to some interesting problems. The testbed for most of this inventory programing is the RPG idea I've been toying with but I've started importing a few of the necessary items over to legend, that being threading items.<br />
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The long short is every interaction I add I have to nest a little bit more and keep some more variables and states tracked. As well as be careful from having the threads lock input out of the game. I can tell doing this for a single entity instead of a party will be much easier but I'm already thinking of better ways to go about this, slightly more fancy than I should but it just seems easier.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com3tag:blogger.com,1999:blog-9218031354951612496.post-31872222816123365542012-04-12T09:41:00.000-07:002012-04-12T09:41:16.440-07:00successQuick update, figured out why Legend wasn't working right. Simple fix that only works in the current context of the generator but it's a start. Now to get the locked doors to work properly along with return doors to previous hallways.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com3tag:blogger.com,1999:blog-9218031354951612496.post-688593384989158172012-03-30T15:53:00.000-07:002012-03-30T15:53:59.659-07:00What?! Menu fiddling is evolving!?<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div>So haven't updated much. Been trying to fix a few things (and succeeded actualy), but otherwise haven't gotten much farther on Legend. Though in other news...<br />
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Yeah, just as blog post says menu fiddling has sorta taken on a life of it's own. Long story short, I farm out a lot of my practice to other files in order not to bloat Legend and work on various aspects there. Right now legend purely has movement and the dungeon generation system as well as the skeleton I've developed to use that. Another file has some enemy AI and playing with more room randomization. Both Legend and this other system have hit a programing wall where the thing I'm working on just takes far too long to work on breaks at work. While I have taken time to work on weekends it's a lot of work and very few things get sorted out. So I started working on some menu work and learned a lot of things.<br />
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For one TKinter is not z axis friendly and two animation is a stuff of nightmares mostly as TKinter key binds is threaded. The general idea was to make generic old JRPG where I have keybindings work differently based on screen and started at the "combat" screen. Hit a wall very quickly and realized I needed to get all these ironed out if Legend is going to work like I wanted. So quite a bit of work (that ate up standard legend time) on teh weekend and I think I have the key binding and seperate screen system knowledge that could facilitate a few things. Though this brings up a decision. As it stands I don't have a complete working system for such items.<br />
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That brings me to taking on this secondary "rpg roguelike" to get the knowledge down for legends. As a coding basis beyond the horrible problems I ran into so far it's simpler than anything Legend would be doing so it will serve as a stepping stone in actually figuring out more about TKinter before it bites me on the ass again. So legend isn't getting as much work as I want, but I'm hopefully not going to find more frustrating pitfalls in it after I get them all out making something rather simple in comparison.<br />
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So far I have random encounters. A somewhat robust loading system for entities invovled, and the ability to select entities. Lots of problems to get to this point but it's been a learning experience. Goals is to use my roguelike room generator to make a "dungeon" to think on some legend problems but this will be ultimately easier as it's just one string of rooms.<br />
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With that said I ironed out the moving between room bug I found in Legend. It turns out my efficiency improvement in code had unforeseen consequences. Now to work on getting the doors to other "hallways" to work correctly. To think I was going to start working on tools to get me out of the "no part to work on" spell and realized I needed to figure out how to make an inventory screen which got me here.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com5tag:blogger.com,1999:blog-9218031354951612496.post-47201791433687523832012-03-20T15:01:00.000-07:002012-03-20T15:01:05.255-07:00slow progress update.Some progress that don't seem like progress is the standard at the moment. Legends and my other half played with testing grounds for things have hit some programing roadblocks. I have an idea of what's wrong with both but just not the time to sit down and really work it.<br />
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That said I am making progress on it. Legend has the very basic dungeon generation down, it's just the changing rooms that is odd at the moment. Best described as walking into the next corridor telports you back to starting room and the doorways aren't refreshing right. It took a while to figure that out as nothing made sense in my debug map and I couldn't walk through some doorways which were in reality walls. Still progress, I have hopes yet. If all else fails I'll just have to work on the items a bit to get them down.badscribblerhttp://www.blogger.com/profile/15993301981854106876noreply@blogger.com1