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Author Topic: varius ideas  (Read 14254 times)

Toady One

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Re: varius ideas
« Reply #15 on: November 26, 2001, 10:37:00 pm »

He he he.  No no, nothing so sinister.  Something just came up over the past couple of weeks, and it has been eating up my time.  And last weekend I got locked out of a friend's house in San Francisco...  anyway, long story.  It spoiled a perfectly good Sunday of programming though.

So here we go:  Tuesday after 5PM, I have a nice block of Armok programming in my schedule.  I think the next things slated were natural healing and making creatures have the right number of fingers on their hands.  Lemmee see... something like this (in order this time):

////////////////
//Time Abstraction
//Resting
//Natural Healing
//Scars
//Symmetry Names ("Right Upper Arm")
//Symmetry Numbers ("I have 5 fingers on BOTH hands.")
////////////////
//Improve the Main View
//Confirmation for ESC Key Quitting
//Display Verbose Combat Text Information
//Viewing the World Map (esp. Abstract of Immediate Surroundings)
//Status Screens
////////////////
//Informational Screen Interface (For Item/Creature Descriptions, etc.)
//Color Descriptor Structure
//Creature Pigments
//Creature Growths
//Creature Descriptions
////////////////
//Movement Options Interface
//Inventory Interface
//Combat Options Interface
//Options Screen
//Graphics Options in Options Screen
//Option to Change Verbosity
////////////////
//Look Interface
//Targeting Interface
//Ground Interface
//Pickup Interface (w/ Item Components)
//Easy Pickup Option
//Corpse Inventory Interaction
//Corpse Processing
////////////////
//Finish 3D Model Editor
//3D Models for Creatures
//3D Models for Items
//Display Liquids
//Character Generation Interface
//More Player History Events
//Player Starting Location and Situation
////////////////
//ReEnable Editors (There are Bugs)
//Finish Motif Editor
//Vegetation
//Biomes
//Ecosystems
////////////////
//Clothing
//Building Models
//City Walls
//Roads
//Correct Post-Travel Mode Placement
//Caves
//Canyons
//Dungeon Entities in Caves
//Actualize the Oceans
////////////////
//Parties
//Conversations
//Recruiting People
//Quest Types
//Restrict Travel when Hostiles Around
//Stuck-Ins
////////////////
//Internal Bleeding
//Choking Critical
//Digestive Parts
//Nausea Critical
////////////////


That's the short-term plan.  Let me know if I missed anything we've discussed.

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Toady One

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Re: varius ideas
« Reply #16 on: November 27, 2001, 10:28:00 pm »

I've done the first two on that list, and I plan to get the next four before the night's over...
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Demon

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Re: varius ideas
« Reply #17 on: November 28, 2001, 01:07:00 pm »

And just how much of that are you gonna do before the next release...?
Did you put that up on the plan page, yet?
Good job on getting work done!    :D
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Toady One

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Re: varius ideas
« Reply #18 on: November 28, 2001, 03:49:00 pm »

Well, I think most of those things are up on the plan page, and if they aren't, they are precursors to things on the plan page (color descriptors must be done before pigments must be done before growths must be done before descriptions, for example).

I haven't put this specific list on the plan page because it is quite subject to change, especially in the order that I do things.  I feel pretty comfortable with it though.  Maybe I'll put it up.  Hmmmm....

So I managed to finish the first block up there.  Next release...  let's see...
I think it's important for me to get the interface done before I bother releasing again, which means I need to do most of the next 4 blocks.  I think that might be a good time to put another demo out.  These blocks aren't so bad.  I just need to decide on a look and use it throughout the program.

After I do the interface release, looking at the subsequent blocks, I believe I'd feel comfortable doing a demo with every block.  Each of those block contains major alterations, while the four interface blocks constitute one major alteration.

That's the working plan anyway.  Oh, there are also 5 or so bugs currently hounding me.  None of them are so bad, but I'll need to clean them before I do any releases.

Oooo.  Look at the next block!
"Confirmation for ESC Key Quitting"
That'll make somebody happy :)

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Demon

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Re: varius ideas
« Reply #19 on: November 28, 2001, 05:03:00 pm »

Ya know, Mr. Smart Alec, most rougelikes dont use the ESC key...  Try Q or something!    :p
Not my fault I keep confusing this game for a Rougelike!    :roll:
Keep up the good work!
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Toady One

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Re: varius ideas
« Reply #20 on: November 28, 2001, 06:06:00 pm »

He he he.  Q is so close to W though!  Back when W was the world map, I always missed and it bailed.  Yeah, I guess most Roguelikes use shift+Q/capital Q...  the shift key is handy.  I'll try to keep that in mind.  He he he.

I wrote up half of a little 2D test game with stick figures and key frame animation, so adding 3D models will be much faster now.  Now I need to decide what the game interface looks like, and draw up some nice textured bars and such things...  little buttons...  satisfying thunks when you press them...

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Alanor

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Re: varius ideas
« Reply #21 on: November 29, 2001, 06:31:00 pm »

Satisfying clunks when you hit the buttons?
all we care about is satisfing clunks when my mace smashes the head of a norweigen rat..
or a little kobold beastie!
hehe
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Alanor
Blood Priest of Armok
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