Uncaged, Too Much Time and Still Going Backwards
So much has been going on in the last month and a half for me. Was back on that damn roller coaster, of ups and downs for a bit there. Too many good things, made it hard to notice how crappy I put that roller coaster together. Though I keep my head up and moving forward. Just now I'm walking rather than running towards the future. Bit off way more than I could chew and didn't realize till it had burned me to the ground.
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.