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Most users ever online was 1,083 at 04:38 AM on 2016-11-18.

Design Philsophies and shit.

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  • #31

    Well, it;s more of the tools to make text based games then an actual game XD so I have everything split out so it's modular and in case I need to change something without it breaking everything else, hopefully. I'm not using a waterfall approach to it.

    Updated the doors to now be able to have a list of keys required for access etc.


    Last edited by Chicken; 2017-07-08, 09:48 AM.

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    • #32

      Update:

      Done a bit more. Started off with consumables, fixed up the attacking stuff to a more permanent type of thing (still super simple, but if I choose to make it more complex it's easy enough) the consumables are barebones at the moment, but shouldn't be to difficult, I hope.

      I changed a lot of code to no longer produce null, but rather a default entity instead, with appropriate setup that it can be plopped in place of just about anything and be informative enough to tell the user what they did wrong.

      More finalized version of the weapons and consumable system. Going to add in teleport scrolls and other interesting things as it progresses. dunno if i will expand the battle system more then it is for now.
      Last edited by Chicken; 2017-07-13, 02:45 PM.

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      • #33

        Just started working on level/room and entity loading and got things working semi decently. I still have a lot of things to tackle e.g room persistence (need to decide how I am going to do that, cache already opened room objects or something), do the boxes/containers children in the entity factory and then the custom/mix matched entities in the factory.

        Changing all of the entities should be relatively easy, as it all relies on a entity factory interface. I can swap them in and out if it all goes to poop.

        A level currently looks like:

        @NEW_SECTION
        # Name
        # Desc

        @NEW_SECTION
        # Entity Type
        # Name
        # Desc
        #?

        First iteration of all of this stuff and definitely new grounds for me. So, I may change a lot in the future.

        UPDATE
        Done some level persistence now, but I foresee some issues with it in the future and I am currently trying to think of a new way to handle it. It works though. I did try to search for some ideas already, but I was unable to find anything of use :X if anyone has any ideas about it please let me know, if anyone is still checking this out lol.


        Last edited by Chicken; 2017-07-24, 02:56 PM.
        Rou likes this.

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        • #34

          Just finished redoing how all the levels are loaded and are stored. Well, the hardcoded levels are now using XML and I'm using a factory with the root elements of the XML to build rooms now. I implemented nested elements (recursively) And a ton of other shizz.I have changed a way a few of the core systems work also, but nothing to big and begun to add in on_load, on_enters, on_killed functionality to entities also, but not to far with that. Will pick those up once the level loading is 100%

          Also, with this, customized objects should be somewhat easily achievable. e.g entities not being restricted to their concrete types, you can set their use actions. Hard to explain, but my concrete entities are just setup with different actions for use, look at, look inside.Would allow for shit like having a dead body that could also warp you if you try to use it.

          Now that the nested elements are working, I will probably go back to the core look/use etc system and make it require a focus object so you can do something like "move to desk" (desk is in focus) And now all elements within it are accessible (e.g box) then "look at box" and now that box is in focus. So, this way you can go more then 1 level deep. Would require a fair bit of change, but not a ton. I've been wanting to change a few things in the way I iterate over objects to anyways.
          2ndwolf likes this.

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          • #35

            As long as you make it obvious in the returned text what is currently focused on. I believe otherwise people might get very frustrating moments not being able to do action X (which they couldn't do while being focused on object Y) for minutes before realizing they are focused on something.
            Chicken likes this.

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            • #36

              Yeh I plan to polish the updates and such to the player later on. I started a custom graphics output/console that will support multiple fonts, colours, etc for text. So I can have some nice syntax highlighting, but also I plan on writing them out more clearly. Still yet to devise a proper plan of attack for nested looting though.

              The ID's aren't really used at the moment, except for the level ID and I'm still working things out with this.

              tricxta likes this.

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              • #37

                Chicken, what's that colour scheme you're using for eclipse?


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                • #38

                  In the market place its called Darkest Theme 2017 CI 7. Found it when I setup eclipse on my linux box.
                  tricxta likes this.

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                  • #39

                    Originally posted by Chicken View Post
                    In the market place its called Darkest Theme 2017 CI 7. Found it when I setup eclipse on my linux box.
                    Much love, so much better than the eclipse default trash.
                    Chicken likes this.


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                    • #40

                      Done a bit of work on nested calls to objects. It's a bit of pain in the ass, but it seems to working well enough, for looking at objects and looking inside of them. Still have a lot of work to do with it as I don't think it's quite there yet, but it's a good start (for me anyways) XD

                      Yeh, first think I do when I install Eclipse is to install a dark theme. I can't use the standard ones. Hurts my eyes and becomes impossible to type for more then 5 minutes. Cough, dark theme for forums hos?

                      Rou likes this.

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                      • #41

                        Try lowering your screen's brightness and tweaking the contrast if you haven't already. It helped me a lot, I had that thing where the screen became blurry and dazzling if I looked at it at night.

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                        • #42

                          I have serious eyesight issues which are the cause, unfortunately. I have it ad both ends of the spectrum it goes to shit with darker colours, but also to bright.

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                          • #43

                            Worked some more on nested actions. I still have a lot of kinks to work out, but all the basic functionality is there. Got things registering parents at creation time and started working on transferring parents/ownership of objects.


                            Rou likes this.

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                            • #44

                              Added trap npcs and triggerables. You can trigger one NPC and every npc inside of it will in turn be trigger (super angry npcs XD) Example is using the suspicious box which has a bunch of damage traps. It used to have a teleport in it also, but I removed it so I didn't need to open another level to edit. Also started working on riddles/questions. Super early stuff, but it seems to be going decently.

                              I've also been emssing around with the rendering of text, to steer away from what I am using now and writ my own that can handle colour etc. So I can colour code commands, items, etc. Had a lot of trouble with it so far, but should get there.

                              2ndwolf and Dylan like this.

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                              • #45

                                Cats are better

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