Finally... > Creative Projects
Community-driven roguelike development project underway. Want to design a game?
Tuplis:
A quick update on the progress. My three-week summer vacation just started and I'm headed to the summer cottage for a few days. No electricity -> no coding :)
- The random map generator has been finished and plugged to the game somewhat. They need more variety though because they're super boring right now and no enemies spawn there. I'll let you try it out later.
- My laptop is a bit slower than my desktop and I noticed some lag. I debugged the lag back to two functionalities one of which was from the ui component. I was able to make it so the particular routine in the ui component doesn't have to be called anymore so that should cut turn time by about half. After that the most expensive operation was the propagation of smell which was about 60-75% of what was used per turn. So I cut it down by a factor of 50 or so. Overall, turns should go by a LOT smoother from now on. None of these measurements include zombies moving (i did the debugging on an empty map) but a quick check provided me with the information that creatures require well under one millisecond each to take an action.
Tuplis:
Hello everyone!
Back from the cottage. Did some coding. Released a version. Here's what's important:
Random city generator is working and you can link them to self-made maps. They're defined by xml files such as RandomBigCity.xml. Currently you can't move back from a random generated map but at least you can try them out for now. I haven't decided yet how I'll do the transitions and navigation between random-random and random-selfmade maps. I put in some work to improve the performance of the game but it still get sluggish in the big map. There are several things I could do to improve it but can't be bothered yet.
https://dl.dropbox.com/u/84930267/Zombies-0-12-7-24-0.rar
edit: oops, it looks like the random map generator is quite slow in debug because it prints the whole map (prints it like shit, too) on the console. I'll fix it for next version.
Tuplis:
Hey!
Worked this morning on improving manual map creation. I created lists for creatures and items where you can define what to spawn on a tile and define what their weight (probability) in relation to the other list items are. Check the ZombieList.xml, WeaponList.xml and 1.txt to see how to use them.
https://dl.dropbox.com/u/84930267/Zombies-0-12-7-27-0.rar
Also fixed a couple of things, including a little rebalancing for smell propagation.
Later on, I'll probably make it so you can include a list within a list so you can define basic list types (like weaponlist) so you can have areas where items from the weapon list can spawn and areas where an item from a variety of lists can spawn. Same for the creatures. Won't be much effort.
Tuplis:
Greetings from Spain! We're on a vacation in Spain. Luckily, the gf slept in so I had time to code some:
- Added friendly human npc’s. They start following you when they see you. They're dumb as shit.
- More adjustment to smell. Turns out it's a bitch to handle. It's much more easy to deal with now but requires more testing obviously.
https://dl.dropbox.com/u/84930267/Zombies-0-12-7-30-0.rar
finka:
Got myself trapped against the right wall by the NPC always keeping to my left. You should probably allow me to swap places with 'em.
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