[Canceled] Timeless

Make a text-based game. It can be anything you want, so long as it only uses text and unicode characters. It can be web, console, or whatever else. Check the board for rules!

Re: [Entry] Timeless (Video)

Postby Ninjaboi » Tue Mar 27, 2012 1:21 pm

This project is progressing rapidly. I can't wait to play it man :mrgreen: .

P.S. Do you think you could give a brief summary of what the inventory system is as of right now? Like how it flows in-game, and if it supports items without having to hard code it in? :ugeek:
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Re: [Entry] Timeless (Video)

Postby Lith » Wed Mar 28, 2012 2:08 pm

Ninjaboi wrote:This project is progressing rapidly. I can't wait to play it man :mrgreen: .

P.S. Do you think you could give a brief summary of what the inventory system is as of right now? Like how it flows in-game, and if it supports items without having to hard code it in? :ugeek:


Glady.

First off, I have only coded the back end, no graphical stuff yet. (Doing this today :D )

You can modify the player's inventory through a singleton class in C++. There is only 1 inventory and it's nice to just #include "inventory.h" and write:
Code: Select all
Inventory* inv = Inventory::instanceGet();
inv->addItem(foo,1);
inv->addItem(Bar,7);
inv->removeItem(Bar,1);
int bar_count = inv->itemCount(Bar);

This way there is no confusion of passing pointers everywere and having headaches over cyclical dependencies.

The way I store items is quite primitive:
Code: Select all
struct ItemSlot
{
    int type;
    int ammount;
};

I will probably implement some sort of item type to name look up system that uses an external file. This will allow me to just edit a text file and "add" new items in by giving an item number a name.

The inventory system so far fully suports item stacking with specific item numbers. Unfortunaltly, this is hard coded. I plan to move this information to the external file mentioned earlier.

Im planning for the player to be able to access the inventory whenever they want to. They will be able to select, equip and "use" items, this will be particularly useful in dungeons. Some items will be able to be "used" and will have special effects. A hp potion, for example, will raise your health when used. How many uses an item has will probably be configurable from a file.
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Re: [Entry] Timeless (Video)

Postby Lith » Fri Mar 30, 2012 11:10 am

Currently researching a method of dungeon generation using BSP trees. If I can get my head around implementing a BSP treein c++, I might be able to pull it off...
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Re: [Entry] Timeless (Video)

Postby Lith » Sun Apr 01, 2012 3:42 am

This is what 453 lines of dungeon generation code looks like:

Image

Yeah I know it's not particularly exiting
and the start is sometimes very close to the exit
and the generation function sometimes never finishes
and sometimes there are unreachable parts of the dungeon
and sometimes monsters spawn on top of eachother...

But I don't care because i'm running out of time.

I wrote this in a separate program so now I have the job of intergrating it into the actual game... :shock:
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Re: [Entry] Timeless (Video)

Postby Ninjaboi » Sun Apr 01, 2012 8:51 pm

I had to do the same thing for my tile-mapping system as far as making it work in an application by itself then integrating it to my main project. It worked without a hitch, and doing so makes it easier to see if it works or not by adding some quick and raw debugging features to test things out a little without having to restructure the way the main application works.

Sounds like great minds think alike :geek: . I'm curious though, couldn't you just have a location minimum distance between the start and exit points in the map? That would certainly solve them being made close to each other.
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Re: [Entry] Timeless (Video)

Postby Lith » Mon Apr 02, 2012 3:18 am

Ninjaboi wrote:Sounds like great minds think alike :geek: .

Hell yeah!

Ninjaboi wrote:
I'm curious though, couldn't you just have a location minimum distance between the start and exit points in the map? That would certainly solve them being made close to each other.

I have a setup that's similar to that but the problem is that sometimes, even though the start is an apropriate distance from the exit, there is still a straightforward route to the exit. I will probably fix this by making the camera quite close to the map so you can't see much.

I think that the 'fun' in exploring the dungeons will come from the battles with monsters. I plan to have some sort of progression system where, for exmaple, a reward for completing a dungeon that is full of poisonous spiders would be a perk that makes you immune to poison.
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Re: [Entry] Timeless (Video)

Postby Ninjaboi » Mon Apr 02, 2012 12:00 pm

Good stuff there :) . You can definitely do that and expect the player feels rewarded and advancing if you do something along what you said.
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Re: [Entry] Timeless (Video)

Postby Lith » Fri Apr 06, 2012 12:56 pm

I'm pretty certain I wont have enough time to complete my entery by the deadline. Real life is a contributing factor to this but I think it was mostly me slacking off. I'm working almost all the time now to finish my game.

I really want to have something by the end of the deadline, which is the 8th for me because of real life reasons, so i'm cutting alot of stuff out of the game. My spell/perk system is the biggest loss in my opinion. Also I don't think I will be able to include the progression idea I had.

I am finalising the story right not and it is much shorter than I originaly planned but still retains it's general form.

I have learnt alot of lessons from participating in this competiton, the main one being that you have to work hard in these sorts of things, only if you work hard will you see results. When the next competiton arrives, I will try this way of working: Look at how much time I have, decide what I think I can make in that time and half it. Make the halfed version and add more things if I have time.

When the competition ends, I will probably spend time learning new things. I aim to learn how to use the new openGL versions and possibly do some stuff in 3D :D. This way, when the next competion rolls around, I will be ready and I will be fresh.

</motivational speech>

Back to my game.

After I finalise the story, I have a "list of shit to get done" that I will follow. Hopefully I will have time to actully make the game after the engine/frameworky stuff.

Anyway, time spent writing this is not time spent on the game. Bye for now.
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Re: [Entry] Timeless (Video)

Postby Moosader » Fri Apr 06, 2012 1:14 pm

Lith wrote: Make the halfed version and add more things if I have time.


I agree completely.
Or another way to put it: Iterative Development. Make each iteration a complete "product", even if it doesn't have all the features you had desired in it. That way, even if you only get a week's worth of work in, you have something to show. :D
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Re: [Canceled] Timeless

Postby Lith » Sat Apr 07, 2012 4:36 pm

Project canceled, read the main post.
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