Power-Goals for this release:
Resolve endless bouncing bug -
ON HOLDMake the user-interface less shitty -
ON HOLDFix minor display and physics bugs -
DONEMake interactive objects besides the player -
DONESteal aiming mechanics from
Worms -
DONEImplement scalable inventory management -
DONEPull my hair out designing scalable list-managers -
DONEDesign special-effects processor -
DONEBuild Rube Goldberg object activity processor -
DONEModel application of force on moving objects -
RUSHEDKeep status indicator consistent with real status -
RUSHEDMotherfucking explosions! -
DONEDownload:
https://www.dropbox.com/s/1l74ls6h0hkdafh/Lunkheads%20Zero%20-%20%234.rarNot bad for three days' work, considering most of it was spent with insomnia and a hangover. I should start keeping a development journal (besides this thread), so I don't have to rely on my memory for keeping track of ideas.
I had been planning for my next set of power goals to be something like equipment management, and effecting the player's vital statistics with items. However the serious deficiencies in my user-interface design, especially the fact that I don't have one, really slapped me in the face with this development. I'm not exactly hewing to Good Practices coding with this project, but I am trying to keep it as professional as I can, especially in the sense of planning for the future. Everything is being designed with at least some attention to flexible expansion, since I know any stopgap feature I put in now is only going to be a big pain in the ass when I have to replace it later.
The user-interface managed to escape this scrutiny until now, when bodging on gauges with zero long-term planning finally put up a wall in front of additional features. I think it's time I sat back and had a serious discussion with myself about how to convey any more information and controls to the player, along with what those controls are going to do, before I devote time to developing features that I'll just have to implement a new interface for later anyway. Every core functionality should be accounted for, so even the stuff that won't be implemented for a long time like AI-management or blueprinting will at least have a dummy button to eventually connect.
Which means that right as I'm at my most productive, I'm choosing to dive back into the horrid abyss of high-level game planning, an abyss few developers ever escape. Me and that abyss are old friends. For a lifeline, I'll try to keep improving my existing code, like fixing that goddamn bouncing bug or imparting force in a mostly-realistic manner, as well as post my thoughts to this thread so anyone who wants to can give me free ideas and tell me why my concepts are doomed to failure.
I haven't bothered making a read_me.txt yet because seriously, but there's a lot of new roguelike-y crap in this build so here's the updated list of CONTROLS:
(Escape) - Immediately exit the game, if you're not in a special control mode.
(F1) - Toggle between normal movement and Debug Mode. In Debug Mode, you ghost around the map in all eight directions of the Numpad unaffected by physics or collisions.
(Number Keys) - Change the distance the PC can jump. The default is actually between 2 and 3.
(Shift + Number Keys) - Change the amount the PC bounces when hitting the ground. You'll only see a difference if you land with some speed.
(Numpad 7, 8, and 9) - The jump keys, which fling you a little ways into the air. Left and right impart an angle. Naturally, you can't jump when you're already in the air.
(Numpad 4 and Numpad 6) - Walk left and right. To go up or down a staircase, simply walk into it and the little @ will climb up or down automatically. You cannot move through a diagonal space. You also can't move when you're in the air, unlike your typical platformer.
(Numpad 5) - Advance a cycle without moving. Note that all of the movement keys will also advance time if you can't actually move.
(G) - Pick up items from the ground, either the space you're standing on or the spaces directly adjacent to you.
All of the actions below involve selecting an item. Use the (Up) and (Down) keys on the keypad or numpad to cycle through the sidebar menu, (Enter) to make your selection, or (Space) to cancel the action.
(D) - Drop an item. Can be done in mid-air but conservation of momentum does not yet exist in this universe.
(A) - Activate an item. There is currently no confirmation if an item can be activated aside from the Inventory changing.
(Shift + A) - Deactivate an activated item. Same disclaimer.
(T) - Throw something. Use the Numpad to move the cursor around, (Enter) to fire and (Space) to cancel. The angle and length of the line determines where and how hard you throw the object.
(Shift + T) - Activate and throw. Perform two actions for the cost of one!
Download:
https://www.dropbox.com/s/1l74ls6h0hkdafh/Lunkheads%20Zero%20-%20%234.rar