So, I have mostly been avoiding writing here. Partly because I dislike writing, partly because nobody actually reads this, and partly because I haven't had much to share.
I've started work on an Orbital Math JS Library for use in whatever I end up doing, and have that working appropriately after stealing someone else's code and fixing it up.
But other than fiddling around with three.js and remembering why I hate it, I haven't had any motivation or interest in much.
Suppose I should figure something out and start writing, if only to keep me from being entirely bored at work...
Q-Rogue Day 7
So first off, thanks go to Talvieno for forcing me to get started again.
Today we have Inventory Management, Item usage, Weapon Equipping, the first Monster, Death, and a first pass on corpses.
I might spend a little time making a tiny Manual for it, so that I no longer need to tell people how to play, as that is starting to annoy me.
But I have the next 4 days off, and so won't be making much/any progress over this time.
Quick Edit: Added a tiny list of keys that can be used.
Zed - aka I'm Bored
Another day without motivation. So I put together a tiny websocket server/client pair that simply passes mouse input from one client to all clients.
It's a nice wee toy that suggests that I can use many, many more packets per second than I thought I could. Which will be useful when I eventually get my hands on Limit Theory and start the Multiplayer Mod.
The Goal for Zed is to produce something small, dumb, and instantly multiplayer.
Just load up a page, and bam, you are in a game annoying other players. I am tossing up between an infinite procedural city, scavenging for goods and murdering Zombies, or a finite dungeon where you get a Goblin Den that spawns stupid goblins, who directly chase your cursor into walls or holes or whatever, and attack other goblins on sight, with the goal of killing the other player's Dens. They can just reload into the game if they die, and be straight back in again.
But for now, I think I am going to put this down and play some Elite Dangerous tonight.
Q-Rogue Day 5
Nothing exciting today, just made doors spawn in more varied positions on rooms.
Lacked motivation and time to do anything interesting, although I think I will remove the tooltip onHover. Replacing it with a Key that sits on the right hand side of the screen (outside of the draw area) and updates dynamically to tell you what each symbol means on screen.
Q-Rogue Day 4
Implemented a tooltip, allowing me to hint at the usage of items and objects.
Added Field of View, using Restrictive Precise Angle Shadowcasting, one of the quickest and most accurate options for FoV, I am not happy with the coloration of non-visible but known areas.
But I am very happy with the results of the algorithm.
Added the first weapon, a simple dagger, that can be wielded and sheathed from a button. Although, that button is as yet not available.
You can now go deeper into the dungeon, and return up to higher levels. The exit is your goal, go as deep as you can and collect the best loot, or something.
I also figured out what I want to do with weapons.
Weapons will restrict usage of your hands, anything that requires manipulation will take longer while holding things. Such as picking things up, or sorting your inventory. Additionally some tasks are impossible to do while you have items in both hands (or one if the task requires two hands).
Q-Rogue Day 3
Managed to get chests in, with loot from a loot table of various values. A chest on level 6 will have a much larger range of possible loot items than one on level 2.
I also implemented a grab with the G key. Allowing you to pick up the loot.
Turns are also getting counted, moving, opening a door, closing a door, opening a chest, getting an item. It all costs you a turn.
And on the note of turns I decided that opening your inventory would require a turn to open, and one turn per slot you move the cursor through. So deal to your inventory management with as few moves as possible. And place anything you need in combat on your belt, as that you can access without wasting turns.
Hopefully I get some more time to work on this today. But likely the next bit of work will happen tomorrow.
Q-Rogue Day 2
Well, I spent most of the day working on this, and a bit of last night.
I got rendering of a map, basic map generation, camera movement (as a debug thing), and corridors all into the game.
We now have a large map of rooms, that have guaranteed connections, and I can use that to build a hierarchy of rooms to allow for an entrance, exit, and multiple locked directions without blocking progress by having the keys unreachable.
I guess I get to work on it some more over the weekend.
Here is a small start at a Roguelike. Why? Because why not?
I am not 100% sure what I am going to implement into it. The current thought is that it'd be nice to do something around a player economy. Perhaps make it multiplayer?
I have some initial UI elements in there, a food bar, a mana bar, a health bar. A backpack, belt, and a depth indicator. Not sure how I feel about the string "belt" at the top left. Might remove that later.
But as for the rest? It's a solid start.
Well, I finally bothered to put together a small blog like this piece of shit.
I hope you idiots hate it, I really, really do.
I'll eventually start dumping random projects and ideas here, including Goatbot's user manual.
It's just a shame that the corruption on my last Pi required me to rebuild and get this all working.
I have a list of things to clean up, one of them being this godawful css.
But at least it is a start, which is more than you can say for Talvieno's projects. :V