Sunday, 30 April 2017
Saturday, 29 April 2017
So as to achieve something, I'm going to cannibalise it for a similar game I know I can finish in the time available - the Commodore PET "Dungeon" Game.
I've been on it for a couple of days now, and it is mostly finished.
Saturday, 15 April 2017
The control system has ended up dead simple - touch one square away to move, two to jump, and touch the square you are on to "action" - e.g. start a fight with a monster, use a set of stairs, whatever.
I need to add a frame to the map I think
Tuesday, 11 April 2017
The orientation suggests I'm thinking mobile here not desktop so I will need some controls for this.
This is all really ad hoc which is I suppose bad practice, I'm just slinging it together :)
It's been rigged so it displays the whole maze even if you haven't actually visited a square yet, just for testing purposes.
Next up, create some sort of messaging system, and a basic active object class. Objects in the maze are divided into things that move and things that don't, and some flip between the two ; monsters start of as a thing in the maze, when they are 'activated' they become an active object that will chase the player.
This game doesn't have a player in actuality, it has 17. It starts off with 15 players , an elf and a dwarf. Players are lost in fights, as can the elf and dwarf (one auto maps, the other gives warnings, can't remember which way round).
One thing I noticed in the code is that you can't get more players ; there is no 'recovery' from a bad fight. I might well change this.
Monday, 10 April 2017
Tuesday, 4 April 2017
This isn't the final renderer, it's one that is designed to display the maze results so I can test it. It's a three level dungeon and the various symbols show the various content and walls.
The original is limited to a 4x13x13 dungeon but I see no reason not to extend that.
Next thing to do is to write the actual renderer.