Yay, this thread is alive
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July seems to be a good month for programming, shouldn't we be outside?
Rhodan - Hey, that looks really cool! Nice, original concept and an interesting combination of strategy for building your ship, and action for the PEWPEWs.
I spent this past week (and I mean solid, like every waking hour O_O) working on my DF
rip-off clone inspired game. It has lots of novel, innovative- okay, it's a clone .__. I wanted a testbed to learn AI so sometime in the future I can make an actually original "DF-like". It served that end very well, I learned a ton.
After several iterations, I came up with a flexible, modular job/goal system, with compact, concise goals that are assembled into bigger jobs. The manager picks the best job based on priority, and individual units have a priority queue of current jobs. The manager handles state transitions and dispatches events, allowing each job subclass to define its own behaviour for interruption, resumption, cancellation, etc. Probably all basic stuff, but I'd never done AI before, so it's all interesting and new. The OMG moment was when I first got the "clear area" job working, and it was like "OMG HE'S ALIVE AND DOING STUFF I TOLD HIM TO." XD It was, however a HUGE pain in the ass to save/load...
In fact, I'd say if you're planning on your game ever being able to save/load - especially if you use a lot of classes and 100x especially if you use inheritance and dynamically create objects whose state you'll want to save - start NOW. Implementing save/load was my single biggest challenge/nightmare so far, and still bugged beyond hell and will crash in many situations.
Excuse the whacked image, the reason it's small is because it's downres'd from filling my monitor. One thing that bugs me about rogue-likes is that they have so much information to convey but the display is tiny! 19-22" screens are common nowadays, use that real estate! I also really wanted to try the idea of using standard UI elements (hideous, yes, but the standard for usability) all docked around the main window. They're invaluable for debugging, as well. The black one on the right was trying to give one of them it a more "pretty, classic" look.