28. kesäkuuta 2009

Corridors

Yeah those corridors. Those bastards are hard to get right. In Agduria I have invented something that works better than in Kaduria, but then again Kaduria has different style of room creation. With pathfinding I can nail it for quite sure, because the problem is mainly in finding the proper entry location for corridors. I'm also using the closest room -routine to determine which rooms should be connected, but that's also creating a set of disconnected rooms. I have solve that one for Kaduria, too.

I wouldn't want to change room creation something like Agduria has, because I try very hard to avoid large scale re-factoring. It's better go with what you created and try to make it work than re-write large parts of the source code.

20. kesäkuuta 2009

Refactoring Stile

I really didn't feel like programming roguelikes this weekend so I concentrated to Stile and re-factored it quite a lot. I still have to fix the main bug with tile strip. I think it's a problem with synchronizing the tile strip with current data. I guess it could be done some other way. Before the bug appeared I had one master list that was navigated, so maybe that approach is better.

The quality of source code has improved, but I didn't want to make too big changes. If I wanted to get it really good I should re-write the way GUI elements are used and create better class structure that could have like single base class for all types of GUI areas.

I'm going to continue tomorrow and maybe even fix the tile strip bug. I have lots of drawing to do for Kaduria so I need a new stable version of Stile.

14. kesäkuuta 2009

New game objects

Programming some missing stuff left from the change where lots of terrain tiles were transformed to game objects. I really hope it is the last big refactoring to be done. I want to get a detailed game world with lots of interaction with game objects. I think game world and exploration is more important to me than combat and improving the character, in other words the tactical area of a roguelike. Kaduria is going to be a "sandbox" style game, where you can do other things than just whack creatures.

I think a game where killing is optional could be nice. Usually you kill creatures to get experience and then become able to kill bigger monsters, but Kaduria doesn't have experience points...

31. toukokuuta 2009

Fixing bugs part 2



When fixing a bug that didn't draw walls when partially on cavern area (that dark mask on picture) a new bug appeared. As you can see corridors (green mask) don't really behave that well when trying to find a way in a round room. The reason is diagonal "corner" mask (white) which corridor routine avoids when it tries to find a straight wall (colored ones). This bug could be fixed with pathfinding I guess.

It's not unusual that fixing something creates new bugs, because of the complex relationship between different parts of the dungeon generator.

27. toukokuuta 2009

Fixing bugs

Fixed some bugs today and added new ones in the bug list. I should probably make a better list of bugs, because they aren't going away. I think I have been too condifent that re-factoring the source code is going to remove bugs like that. In fact removing bugs is re-factoring and it's maybe the best kind of re-factoring, because you create solutions that just works and not a perfect source code that is supposed to work (that rarely happens).

It's been really windy all this day. It's not usual in this part of world. Like what the heck is going on? To make it more annoying our rooftop is loose and it's banging against the roof all the fucking time.

This day sucked at work, too. I was given a job as an officer to EU election (some lucky bastards get elected to EU parliament and get like shitload of salary). EU is shit, it's going to fall down in couple of years. So, there I'm sitting on a chair for FOUR hours and waiting for people to come and vote for those bastards. The pre-election lasts a week and I have four days, each having 4 painfully long hours left.

If that is not enough my prostate is killing me. It's been bad since last christmas and this is no joke. When it's going chronic you just have to take it like a man. I should go to doctor, but I'm not sure they can do anything.

Fuck that wind. Fuck you, wind!

16. toukokuuta 2009

Stile development version

Maybe I need to load the latest stable version of Stile, because my dev version has a bug related to tile strips. It crashed when I was drawing new terrain tiles. Like I had time to fix it now. It sucks when you have to make your own tile editor, but this world just doesn't fucking have what I want from a tile editor. That kind of program doesn't exist, other than Stile which now has bugs.

It's weekend again and I try to concentrate on development of Kaduria. It's now pretty much refactored so I'm again trying to add and adjust the content of level themes. I need to get some shit ready and stop fine tuning the engine.

9. toukokuuta 2009

Kaduria 0.4.6

0.4.6 was the last released version. I remember it now, because I found all release versions from old computer. I was amazed how playable that version was. Everything seemed to be fine, but I remember how stuck I was at that moment. The dungeon generator was hard coded for one level theme, which basically had almost all features mixed together.

It was somewhat painful to notice that it had more playable content than the current version.