I'm back(ish)! My laptop just got back, the hard-drive has been wiped so I'll have to copy everything back from the back-up, but it should all be pretty quick. I just got my SAT scores back (above 85th percentile, and that's all I'm going to say... not happy about them, but they'll get me where I want to go.) so I may be a bit busy tomorrow getting them all sent out, and doing some extra house work. The 25th will be busy for obvious reasons, and I should probably start my two-page Government/Economics essay that's due first week of January soon... Besides that I'll be pretty free though.
@Alfie - The Latin is just some place-holder text I use to test the screen drawing stuff. It's just
Lorem Ipsum, so I think it's pretty much a passage from a random book.
@Nivm - Wow, thanks for all the input, let's see what I can cover...
The stair thing was a bug, and while I think it's hilarious, it'd be less so to anyone who decided to try the game at random... hopefully traps will be in at some point, and then we can have lots of Fun! As far as the pretzel room, I don't actually have the source code back on my computer yet, but I'll fix it as soon as I do.
The items were more of a place-holder than anything else, but I'll go ahead and up the winged shoes, and I'm definitely open to any ideas for better symbols! I considered a 't' for the swords, kinda hoping it wouldn't have the curled bottom in the console... I'll probably still use either a curved or curly bracket for bows, and a slash or other line for arrows... The placement and stuff isn't finished yet, I'm thinking I'll start by adding a way to limit it to certain types of item (Usable, equipment, and eventually: magic/scrolls). As far as rooms are concerned, one of the big things I want to finish there before I move on is adding a sort of rarity tag, I just need to figure out how to weigh the rooms when adding them to the list. Once I figure out how I want to figure rarity into room placement it'll be in very quickly.
Well, at the moment it should make the player permanently move slower (-1 Dext). The enemy thing won't have any effect yet. Which brings up another problem, should I let the player choose a target when they use an item with a targeted effect? If so, how should I deal with ranges?
I think it might depend what floor you're on too. I only had that problem on the first floor before... I'll fix the spelling (there, and in numerous places inside the code
) and try re-aligning the effects columns. I may also try and add the source of the effect to the list, if it doesn't make it go outside the box or anything... As far as the hallways, I don't know how the second bit is happening (singe door), but the other part is just because it doesn't currently check the length of the hallway before placing the doors. I may change it soon to only place the second door if the hallway is at least a certain length...
I like the diagonal hallway, I may have to put that in soon...
@Outcast Orange - Thanks! I'm going to work on the rooms, although I think adding some way for the game to try rotating them would make it a lot easier. Just need to figure out how to do it efficiently. My first thought is to loop through the tiles in a room starting in the bottom left corner, reading up and to the right, copying it into a new room from the top-left corner. But there's got to be a more efficient way...
As far as room placement and rarity are concerned, at the moment it goes through the file and loads them all into a vector, then each time it adds a room it makes a new vector and adds the rooms to it in a random order. I just need to find a way to factor rarity into it (maybe by how high up they are on the list). I may have to find a way to balance that with room sizes though, since smaller rooms are far more common at the moment...
Anyways, progress should resume soon. I'll try and move the files back onto my computer tonight, and get some work done on them tomorrow evening.