Without a really detailed project plan, it's really easy to get lost when you get to one of those points where you wonder, "What next?" It's very easy to get stuck chrome-plating what you've already done without moving on to the next task. I decide that if drawing one room is good, drawing two rooms is better, and move forward towards this goal.
I end up spending about three hours working on "features," between graphics and fighting some poorly designed code.
I begin work (yet more engine / foundation work) on this "quick fix." Unfortunately, it really complicates my room drawing routing (for floors as well), and turns out to not be as quick a fix as I had hoped. It takes about an hour to create and debug this system to make rooms more seamless. But the results are much nicer. While debugging the code, I discover a few more movement bugs related to crossing portal thresholds with negative offsets, and fix that.
from random import randint def StandardRoll(attackerScore,defenderScore): if (attackerScore<1): # If the attack rating is 0, the attack always fails return 0 if (defenderScore<1): # Otherwise, automatic success on defense rating of 0 return 1 roll = randint(1,attackerScore+defenderScore) if (roll>defenderScore): return 1 return 0 def DamageRoll(attackAmount, defenseAmount): if (attackAmount<1): # 0 attack rating? No damage will be done return 0 if (defenseAmount < 1): # Man, don't screw with us with negative numbers defenseAmount= 0 total = randint(1,attackAmount + defenseAmount) total -= defenseAmount if (total<1): return 0 return totalFilling out the hour, I decrease the window size for drawing the dungeon to get a slight framerate increase --- the section to the right will now be entirely User Interface stuff. I also make sure the player's movement is corrected for frame- rate.
Some of my preliminary work back in the first 20 hours is FINALLY paying off - there's a good framework in place for calculating the bonuses for skills based on equipment. All items have a 'dictionary' (a great Python construct) of bonuses and penalties to SOMETHING (the name of the roll). So when I get ready to make a roll, say, an attack roll, I just run through the equipment list and apply all adjustments with an "attack" key. I'll do something similar for spell effects. Next, I work on the menu for opening chests - and decide to simplify it significantly. Why not just assume the player is ALWAYS going to check it for traps, and will ALWAYS attempt to unlock it if it's locked? The extra steps in there are tedious. No sense in having trivial choices floating around.
I leave them, and focus on the crash bugs. This means playing the game quite a bit. It's actually pretty fun. Not play-this-game-for-hours fun, but certainly an amusing diversion. Once the crash bugs appear to be mostly quashed, I work on the distribution. Py2exe is supposed to make things ridiculously easy, allowing you to package a Python program as a native Windows executable, including everything you need so that users don't need to have Python installed to run the program. It's not quite so easy as all that. First, it tells me there are missing modules, and the executable crashes in the font code. I check on the Internet, and find that the 'missing modules' are red herrings, and what I'm missing is a font file that needs to be copied over manually. After I do this, I get another crash in the executable. This is much harder to track down. It turns out that I need an icon for the window - something that didn't seem required in the non-compiled version. Once I have that in place, everything works. I run a few more tests - and I seem golden. WHEW! I create a zip file of the distribution (I'm not going to bother with an installer / setup program), and I'm DONE. My week-long project actually took two-and-a-half weeks of real-world, part-time effort. It's definitely not everything I hoped it would be, but I'm pretty proud of what I accomplished: http://www.rampantga...ackenslash.html
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