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Category: Programming

BattleRL : Day 4 progress report

Uh-oh, now that we have passed the half mark of the challenge, stress is slowly but surely building up… Yesterday, I was able to accomplish 2 of the 4 items I set out to complete. The ones that made the cut were : Time management and forbidden zones! Time came first, because it was a […]

BattleRL : Day 3 progress report

The third day was dedicated to a very important aspect of BattleRL : the combat. I had other commitments yesterday, so I could not devote as much time as I had hoped to the game, but I managed to get the melee combat mostly working. Working on the combat made it necessary to work on […]

BattleRL : Day 2 progress report

Day two was also productive thanks to libtcod’s included algorithms. It still needs some tweaking, but I was able to get the field of view computed and running in a very short time. That meant also adding the traditional ‘@’ character to depict the player character, and making him move around correctly. I still need […]

BattleRL : Day 1 progress report

So, how did day 1 of coding for the challenge go? For most parts, it went well. I managed to get most of the map generation out of the way, and while I am not completely happy with it as of right now, I think that it is a good start that should enable me […]

BattleRL : a 7DRL

It has been a while, how are you doing? This month is a good one : the sun starts to come out more often again, the temperature increases, and, most importantly, the 7DRLC is just around the corner! What is that gibberish you ask? Well, 7DRLC stands for ‘Seven Days Roguelike Challenge’, a week long […]

(Week 1 – Day 7) – ToweRing

(Cross-posted from http://www.1monthgame.com/blog/week-1-day-7-towering/) Well, way to finish the first week on a disappointing note… Except for a couple of tech stuff (like getting the Blender to Panda3D exporter set collision geometry as such automatically instead of having to open the model file and do it manually) which will save me a lot of time down […]

(Week 1 – Day 6) – ToweRing

(Cross-posted from http://www.1monthgame.com/blog/week-1-day-6-towering/) Good news ! I managed to get quite a lot done today, as I think I have nailed most of the platforming stuff. Isn’t he looking nice, standing on his block like that ? I managed to get a much cleaner behaviour than what I had during the LD, so I am […]

(Week 1 – Day 5) – ToweRing

(Cross-posted from http://www.1monthgame.com/blog/week-1-day-5-towering/) The post is a bit late, but I didn’t have the time to post yesterday, so here it is. I have worked on one of the key gameplay features of the game : the perspective switching (thanks, Fez). As the game takes place around (and in) a tower, the player can move […]

(Week 1 – Day 4) – ToweRing

(Cross-posted from http://www.1monthgame.com/blog/week-1-day-4-towering/) Well, so I have a character running in circle around a scene, and my first tests seem to indicate that using sprites for the character won’t interfere with the shaders I plan to use. I found a (very good) placeholder on OpenGameArt.org, and will keep using it throughout most of the development, until I […]

(Week 1 – Day 3) – ToweRing

(Cross-posted from http://www.1monthgame.com/blog/week-1-day-3-towering/) Well, a little less progress than I would have liked, but I did manage to get many “technical” things working. For example, volumetric lighting. Nice “god rays” I will start with some actual gameplay, maybe tonight still, or else tomorrow. I am still thinking about the structure for the code, even though I […]