Monday 30 March 2015

Project management goal reached

Source code comments with "note:" or "todo:" are now in a text file list of todo features. They are listed per class. Someone might ask what is the difference? I think it helps focusing on fixing features in certain order and it also gives some kind of idea of how much work there is.

The list has around 100 features which needs to be fixed. Some features are stuff like moving source code from other parts of the project to a specific data type class. Harder features are those which contain lots of data or they are part of the RPG system. If you think you can fix a feature per day it may give a good idea about how much time you need, but it's highly theoretic, because some features will take more than one day to fix.

In reality it's worse than that, because these features cover only some of the game content which is still a big unknown. Not only that, but I still have to do a complete check through source files to find all unfinished features. These ones were marked so I could find them easily.

It's possible to crunch away a number of features at a time, but it may become hard to maintain your mental stability. Yet I hope it's going to be lot faster than one feature per day, because fixing these features is surely going to be an important step closer to alpha demo v0.001.

Wednesday 25 March 2015

Cowshed

I've been working quite seriously on problems of Kaduria, or features as some may call them. The main focus at the moment is in the dungeon generation which is in pretty good shape, but requires extra things for special level themes, some room types etc.

Cowshed (or is it cowhouse?) is one of those special room types constructed using small repeating building blocks. I think they are going to be blueprints which is a building block type of class I first designed for Teemu. Blueprints are simply static pieces of dungeon features rather than dynamic shapes like room walls. Using small shapes of various type you can actually get quite nice results that look deceivingly random.

I've started to use namespaces rather than notations for enums. The namespace for cowshed (and stables) subtypes is called 'navetta'. I think it serves two purposes to name namespaces like that, first it's surely annoying if anyone other than finnish speaking person ever sees the source code of Kaduria, and as secondary point it's also quite useful as that way namespace names don't easily get mixed to anything else.

Working on dungeon generation is kind of nice. It's the easiest part of the project I think, because it's a "linear" problem compared to other features of a roguelike game.