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Progress ahoy

March 9th, 2010

I have a working cave explorer thingummy going.  I can’t get message handling working well, so I’m giving up on it.  Next up is adding monsters, which will turn it into a proper game.  In my lunch break at work I wrote the following background story:

Gadzooks!  Wuggy the Warlock and his gang of ugly ogres have attacked the
tiny gnomish town of Turgylton and stolen the Gems of Power!  Now it's up
to the town's hero Toby the Trapper to venture into the villain's
cavernous lair and retrieve the holy Gem of Life.  But this is no easy
stroll down the mine - the ogres aren't just ugly, they're also big and
tough, able to squash little Toby with a single swipe!  And deep
within the dark lair Wuggy the Warlock and his fiendish friends guard the
Gem of Life with foul sorceries and terrible powers!!
Still, it's not all doom and gloom.  Toby is much faster than the big
brutes and can see better underground too (the dumb ogres can only sniff
their way around, and it's hard for them to smell anything above the
stench of their own ugly bodies!)  He also still has some Gems of Power to
create traps to use against them, and may find more along the way.  So do
you feel up to helping Toby fight these dastardly villains?!  With
Flashers and Bangers and Boomers and Blinders and much more besides you'll
explore varied random dungeons filled with dread and excitement in your
quest to help Toby defeat the wicked warlock and save his tiny town!  Let
the adventure begin!!!!!

For the curious you may also wish to see my development notes so far:

7th March 23:44: 0.0.1.  Ported code from The Lion King and Gruesome.
Includes dungeon generation of a few cave types, LOS and moving
around.  LOS should work out of the box, rest must be properly
tested and tweaked.  Many worries.
Update 8th March 02:41:  Got everything working after a lot of fiddling
and silly sleep-deprived errors.  Need to make some code adjustment to
how the last level is generated, but otherwise extremely happy with
results.  Also may wish to tweak some colour schemes, but that's not
immediately important.  Next up is message management, wall-digging
and properly implementing enemies, none of which I've done thoroughly
before.  How exciting...
8th March 20:31: No time to work on it today.  Just spent a few minutes
tweaking the map generator so that the final level is more selective
about layouts that are too spartan.  Thinking of adding something to
encourage loops in levels, but no need for it now...  Will try and
find time to get stuck into the real mechanics of the game later.
I've now labelled it 0.0.2 - it's a stable cave explorer with different
level themes, essentially.
8th March 23:55: Gonna play a little with a message handler, but if I don't
get far then I'll just give up.  It's not important enough to waste
much time on.

Anyway, on with the coding…

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