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Post by bastardcode on Nov 21, 2014 9:12:15 GMT
VERSION 0.1535 alpha
## Additions ##
## Changes ## - Rudimentary tilemap arrays for adding tiles via code instead of data - Removed test wall objects - Removed numerous chunks of fugly instrumentation code - Cleaned up a ton of van gogh-style ugliness in code - Separated collision data from map data - Added data-based bulk tile loader (though only for walls as of now, with no way to access the given tile) - separated out movement prediction from collision detection - rudimentary tile picking - issue with tile values and pixel values mix-up fixed. - Tile data now calculates position based on TILE values, and not based on a multiple of tile height or width - Rendering bug that caused tile doubling at setup introduced when I fixed the render/collision conflict earlier. - Cleaned up messy ass test data - Solved rendering bug. Turns out during setup I was iterating and placing em based on position (double nested loops) vs. a flat loop (based on VALUE) - Fixed issue with tile matcher returning false prematurely
## Notes This one was a sort of hell. It gets the awful part of syncing rendering and collision logic out of the way at least. Chunk rendering is going to be 'fun' if I end up implementing streaming maps. I'm gonna go have a drink.
FORWARD!!!!!!!!!!
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Post by bastardcode on Nov 23, 2014 6:28:57 GMT
VERSION 0.173d alpha ## Additions ## - Implemented Enemy object - Enemy initialized with sprite and starting position
## Changes ## - Removed old collision detection test object & code - Partial decoupling of controller code - Removed code cruft related to wall testing - Code for handling turns and logical updates triggered by keyinput, split into separate library - Code for handling tiles, tile based movement, tile picking, collisions, etc, also turned into separate library. - Fixed minor bug with how update and tbgUpdate() were referenced in Phaser - Fixed problem with setup for tilebg library not being called, due to stupid capitalization - Fixed functions being in the wrong library
## Notes ## Things are starting to come together. The code is gathering momentum. I'll keep the updates coming.
FORWARD!!!!!!!!!!!
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rafe
Junior Member
Posts: 97
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Post by rafe on Nov 23, 2014 12:21:09 GMT
Can I ask what kind of AI are you planning for normal, not evolving zombies? Will they path around obstacles, or get stuck? Will they destroy all barricades with purpouse, or just the ones directly in front of them?
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Post by bastardcode on Nov 23, 2014 12:45:12 GMT
Can't tell, don't know. Chances are it will be a combination of the two. Some will do ultra-short distance pathing, using local minima (direction towards you + immediate tiles surrounding an obstacle), a lot more will be dumb as rocks, taking a straight line path if they notice you, and taking a turn to route around any obstacles they encounter.
I'd like to work-in flocking behavior, group movement, heatmaps, and other AI wondermabobs but at this point they are likely outside my skills. I'll figure it out as I go. I never liked how easy barricades were destroyed, and they would make an excellent addition to rogue survivor had they been balanced nice and proper-like. A lone zombie shouldn't be able to push a car anymore than 1 or 2 should be able to break through a solid barricade.
Of coarse most people are shit carpenters, so it works out in the wash anyway.
Planning is for planners. Doing is for people who get stuff done.
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rafe
Junior Member
Posts: 97
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Post by rafe on Nov 23, 2014 14:06:17 GMT
I do not like herding in zombies. They are supposed to be too stupid to think about the advantage of forming a pack. Maybe, if the player or NPC are too noisy, zombies would gather near them, but for a pair of characters (player and a single follower), it would be easier to hide. Makes planning strategies a lot better. Will you have a big group capable of defending your supplies? Or keep the numbers down to avoid attracting attention?
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Post by bastardcode on Nov 23, 2014 18:52:56 GMT
No I don't mean herds. I mean groups of em, walking and moving together purely on the basis of attraction to sound. Think heatmaps (used to measure attraction factors and other stuff), but on a more immediate scale. One zombie moans, another zombie is attracted by the noise. You get ten all moaning and shuffling and the noise draws more--their all flocking together even though they are working seperate and oblivious to the others.
I don't like intelligent zombies either.
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rafe
Junior Member
Posts: 97
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Post by rafe on Nov 23, 2014 20:10:44 GMT
This will generate an urge to kill all zombies near the hiding place in the players, and will make the game unplayable if you also add a "sound" to agressive actions, as both attacking and hiding will end up attracting zombies. Maybe the "smell map" was not a bad idea when Roguedjack implemented it.
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Post by bastardcode on Dec 2, 2014 11:49:48 GMT
Been busy with the holidays. I got a new job on top of that. Also I'm having a hell of a time with an asshole of a bug. Will have an update for you guys hopefully between today or in the next couple-few days.
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rafe
Junior Member
Posts: 97
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Post by rafe on Dec 2, 2014 12:15:47 GMT
We are here cheering for you.
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L33TMaster
Member
I lurk and mess with tiles, not much else to say.
Posts: 108
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Post by L33TMaster on Dec 2, 2014 13:46:36 GMT
We are here cheering for you. Agreed, I got faith in you.
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Post by bastardcode on Dec 2, 2014 16:44:02 GMT
VERSION 0.18bf alpha ## Additions ## - Proper map scrolling implemented.
## Changes ## - Entity component system started - On-screen Camera debug added - Added 2 new bugs to the bugtracker (#0007 & #0008) - Tentative map scrolling bug fixed - Bug in coordinates for map scrolling fixed (#0007) - Fixed sprite movement issue (#0008), dependent on bug (#0007) - Changed back from grid testing to test map for further development - Added on-screen debugging for player so I don't have to rely on the console as much. - Bunch of other shit that I can't be bothered to list.
## Notes I need to figure out how to set the layering or z-layer to the same for all sprites added--the system handles them sequentially right now which is going to be problematic. Reverted to canvas for testing purposes. Bunch of back and forth changes done all in the same version. The camera code is reliant on the player sprite position, so I need to add more flexibility and -center- the camera on the player sprite instead of having the camera top left corner set to the player. Can't be arsed with it right now. Gonna focus on adding at least one new feature change each version. Or alternating between feature cycles and bug cycles so the development is balanced better, to speed up the process. Also, I changed the versioning scheme. The last two digits have a range of A-F inclusive, for a total of up to 36 changes / bugfixes per version. Makes the versioning less heavy and provides the comforting illusion that I'm actually working harder. Hehe.
FORWARD!!!!!!!!!!!!
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Post by bastardcode on Dec 9, 2014 1:53:49 GMT
VERSION 0.23cf ALPHA ## Additions ## - player can now be started anywhere on the map because of changes to initialization routine - Camera now loosely centers on the player. No apparent bugs at the moment. - multiple enemies can be spawned in now, with a few tweaks - Camera padding and follow style can be setup to suit different playstyles.
## Changes ## - Fixed stupid bug with game not starting because of wrong file references in the html file due to how the versioning system changed. - Reformatted ALL the code. MUCH cleaner layout, column limit, makes reading easier - factored out player into a constructor prototype for easy changes / initialization - Potential for picking character sprite now because of change to initialization method - Camera code cleaned up and redundant inefficient code disabled - factored out enemies into a constructor for easy changes / initialization
## Notes ## Because I changed how the versioning system is structured, I no longer have to include version numbers in the source code file names, making testing changes between versions easier. Spent a ton of time cleaning up files and documentation. Updating the road map to have a better idea what exactly needs to be done. Mighty tempted to play more Cataclysm DDA but I'm already behind on the next update. Recently started a job at walmart. I get to pretend to like people for a living. Heh.
FORWARD!!!!!!!!!!!!!
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L33TMaster
Member
I lurk and mess with tiles, not much else to say.
Posts: 108
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Post by L33TMaster on Dec 9, 2014 15:20:55 GMT
Recently started a job at walmart. I get to pretend to like people for a living. Heh. My brother worked nightshift at Wal-Mart about a year ago, he hated it, spent every afternoon asleep. He's not really a people person at all. If it is a shelf-stocking job I feel bad for you son. (Sorry for the Off-Topic Post, just wanted to tell you)
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rafe
Junior Member
Posts: 97
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Post by rafe on Dec 9, 2014 22:45:50 GMT
VERSION 0.23cf ALPHA - Potential for picking character sprite I like this feature a lot. I always disliked the ramdom sprite in original rogue survivor.
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Post by bastardcode on Dec 12, 2014 3:40:52 GMT
I always preferred the random sprite myself Rafe, but having the option to choose is good. "Moar is better" as they say.
L33T, it's not bad, just ignore the zone managers saying "you aren't doing enough. You have to work faster." They got pressure on them to say that. A jobs only going to get done when it's gonna get done, no sooner. Most of em are just bitchy because they have to babysitter night people who don't do their fucking job. Hopefully I'll get a cake position yelling at others, I'm good at that.
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