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Archive for December, 2009

Working on buildings

2009/12/25 Comments off

I’ve started implementing the buildings system, it should be featured in build 012, which might come before the end of the year – or not 🙂

Previously, there was only the Adventurer’s Guild in the whole Town(s). This special building is specified by Squidi (see entry #70) as free and unmodifiable / not upgradeable. So, I’ve put it at the start of the game already setup in the starting town, and that’s all the building stuff that was done up to build 011.

Now, the empty parts of the town will have ‘slots’, which are interactive empty areas, drawn as transparent overlays (like other parts currently – see monsters’ spawn points). Double clicking them will bring up a menu that shows available building options. The player selects one, and… done! A new building will appear.

Right now, I’ve done most parts of the work(*), I have to glue them together, then provide some buildings to choose from and give them some other features than standing there for the player to look at 😉
That’s it, back to coding!

(*) Well, if you insist, the missing part I haven’t started is the rendering. I want to display the buildings using tilemaps (as opposed to sprites), and that requires additional and significant development. I’m starting to think I might just skip that for next build and happily rewrite later, as sprite support is kinda built in, by the magic of Object Oriented Programming.

Categories: Work in progress Tags: ,

Hello world!

2009/12/23 1 comment

Just started this blog, to post news and updates about the ‘TinyRPGSim’ project.

Stay tuned for more 🙂

PS : yup, I’m reverse-blogging some news from the forum over at http://squidi.net/forum/index.php?topic=153
I won’t go too far back, just to make this relevant to the current state of the project.

Categories: General news Tags:

New completed features for 012

2009/12/12 Comments off

I’ve partially rewritten the Adventurer’s Guild, so adventurers now pick up only quests of their level. This will help solve the problem that arise when a player upgrades monsters too fast, so his adventurers keep dying pathetically against strong monsters, when there are easier enemies to fight. Now, they will pick only monsters they should be able to defeat, with a preference for high enough level, then if none available, resorting to lower levels ones.
And if it doesn’t suffice, I’ve added a ‘revive’ action on dead adventurers, for a cost of course 😉