gearleaf

Services

Shamus

Not much to report this half-week. I've start reworking some internals so that they use 'services', static classes of functions that manipulate the data objects (entities, items, etc) rather than having things stored as static functions in one of the data classes. This approach seems much cleaner, and so far I like how it's been shaping the code up.

Also futzed around a bunch with the SVN repo. It is now more usable rather than obnoxious. Hopefully it won't give us any more trouble.

Bugs, Animations, SVN

Shamus

I finally got SVN set up for this project. We've gotten a ridiculous distance into the project without and source control and by passing art files around via servers and email. Dumb. Should have set this one up first.

Other than that, I fixed a couple of bugs, and added fire-and-forget animations to the game, so monsters blow up when they die and bombs actually explode now. Hooray!

And hey, we posted an actual page of Ashayta tonight. Hooray for that too!

Bombs, Stacks, Dice Rolling

Shamus

Continued work on Daisy Dust. I've created a new type of thrown weapon, "grenades", which do a certain amount of damage to the creature they hit directly and then a different amount to everything else within their blast radius. I set up the item stacking in inventories to work slightly differently; I can now define a "stacksize" for each type of item which is the maximum number that can stack in one slot. This means 99 potions can take up one slot, but each sword will have its own. I also wrote a dice-rolling function which takes in a string in the format of "1d4 + 2d6 - 1" or whatever and rolls dice as needed and returns the result. I also added related functions to tell you the maximum and minimum that a dice string like that can return.

I've also begun thinking in earnest on what my next project will be. I've narrowed it down to two options, and I'm leaning heavily towards one of them, so I'll probably go with that. More information when that actually starts happening, but I am working on getting Daisy Dust at least mostly finished before starting on the next thing. It will be good to have an actual finished game out there, finally.

Also been working with Lesley on Ashayta, trying to figure out how we can stay caught up with our schedule. Still working things out, but hopefully that will bear fruit soon.

Running, Paging, and Switching

Shamus

I've accomplished three things in Daisy Dust since last post:

  • The character sprite now switches based on your torso armor, rather than just being randomly assigned.
  • You can page up and down in the inventory, so you're not locked to 20 items.
  • You can click on the mini map to run to a place you've visited before.

I've also continued my refactoring work. It's all still pretty hackish but mostly working, and getting better. Hooray!

Refactoring

Shamus

Not much interesting happening this week in Daisy Dust, just doing some refactoring. The code has been getting a little scary so I've been trimming things out and renaming things so they make sense, that sort of thing.

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