Uncaged, Too Much Time and Still Going Backwards
Vague talk of life aside, Rogue is still on hold. I'm going through with the little war game I mentioned last posting. Something simple to clear my head and test a couple ideas I have for cleaning up rogue and implementing a couple features. Looking over the code now after a month away from it. The glue tying items, creatures, and the map together to allow things like ranged attacks and such is a huge mess. There's alot that should be contained to just the creature system, but parts are hacked into both the item system and dungeon systems. Just tracking down why a thrown potion wouldn't apply its effects to the hit creature was a massive headache. and came down to some code in the dungeon system.... had nothing to do with the item or creature system....ugh.
I was bored and just with half an hour I didn't want to start on either project just to have to leave it when I finally got going. So I put a little more flexibility into the particle system that is used to splatter blood and pop the floaty text you've been seeing in the game demos. and a very rudimentary Arkanoid clone for testing. I had to have something to show off right
Phew, with that off my shoulders, its time to code.
Till next time, keep coding and don't quit.