10:04am - Well I'm down at the McDonalds to work today but it's pretty darn busy here. I wasn't able to secure any of the spots with outlets and half the McDonalds has too much sunshine for me. I'll have to wait for a spot to open up. Most of the places I would like to be have people reading newspapers.
Anyways today I want to get down to business on my Roguelike Project and actually make the Timing System/Turn Order List.
10:11am - I'm still kind of undecided if I want to make the turn order a part of the world or an object that the world has...
Hmm...
Okay I'm going to make it part of the world, since there's no sense in having a world without a turn order, and I don't think anything should have a turn order besides a world, and it makes sense that anything that needs to access the turn order would do so through the world anyways.
10:34am - Got my spot!
10:37am - Okay I put in the Linked List and a Linked List Node property on the World Class. It's just two short lines of code but I've spent a long time deliberating on them and figuring out the best way to implement them.
I have a lot of new things to decide now that that's done, but first I should update the HackNPlan.
10:48am - Given the idea of a minimum viable product, it's best to start to build your game with as few features as is possible. So, I've decided to add the town after getting the dungeon to a playable state.
The first things I need to do to get that done are to make a Great Hall style dungeon level, which is a rectangle of floor with a border of walls, and also make a player that can move around in that great hall.
I'm going to start by making my Dungeon Generator utility and give it a special "GreatHall" setting. Probably in an enum.
11:09am - Hang on hang on... For some reason I was sure I needed to make a Dungeon Generator Utility to do the Dungeon Generation, and I was confident that I'd need to have it return a dungeon that the World object would use as a blueprint to build itself. But now I'm not so sure, because what's it going to build that blueprint out of?
If anything, the Dungeon Generator should be generating a World! Or the world should be generating itself...
Should I put all the Dungeon Generation code directly into the World Class? I worry it's getting too bloated, but the world generation needs to access the World object's properties...
Now that I think more on it, I had seperated Dungeon Generation into two objects in my design. The Generator and the Builder. The generator would generate random dungeons and the builder would set up the world to match. I think I just didn't know what I was doing, it looks like I had three seperate plans going on at once. That's not good. ^.^;;
12:19pm - Alright I've got the World generating Great Hall style dungeons now.
Next up I need to put the player in there and get them moving. That's actually a pretty big task. And I'm feeling a bit worked up after all the time I spent on that first task. I'm going to take a break for now.
2:30pm - Okay that's probably enough goofing around.
2:40pm - Well I got an email and had to reply but that's not really goofing around is it?
Now then. I've got my dungeon. It's just a big room right now but it's there. Now I need to add my player to the dungeon, and make him move around in the dungeon.
I'm not sure I'm ready to do all that yet. I feel overwhelmed again just thinking about it.
3:10pm - It's not working. I can't keep my attention focused on my work enough to figure out what to do next.
I think I'm going to stop programming, and maybe do some work on my Starfinder campaign.
3:16pm - Well I was going to do said work here at the McDonalds but one of the key online apps I use for Starfinder is explicitly banned at McDonalds so I'll have to go home to use it.
Toodleoodleoodleoo!
Anyways today I want to get down to business on my Roguelike Project and actually make the Timing System/Turn Order List.
10:11am - I'm still kind of undecided if I want to make the turn order a part of the world or an object that the world has...
Hmm...
Okay I'm going to make it part of the world, since there's no sense in having a world without a turn order, and I don't think anything should have a turn order besides a world, and it makes sense that anything that needs to access the turn order would do so through the world anyways.
10:34am - Got my spot!
10:37am - Okay I put in the Linked List and a Linked List Node property on the World Class. It's just two short lines of code but I've spent a long time deliberating on them and figuring out the best way to implement them.
I have a lot of new things to decide now that that's done, but first I should update the HackNPlan.
10:48am - Given the idea of a minimum viable product, it's best to start to build your game with as few features as is possible. So, I've decided to add the town after getting the dungeon to a playable state.
The first things I need to do to get that done are to make a Great Hall style dungeon level, which is a rectangle of floor with a border of walls, and also make a player that can move around in that great hall.
I'm going to start by making my Dungeon Generator utility and give it a special "GreatHall" setting. Probably in an enum.
11:09am - Hang on hang on... For some reason I was sure I needed to make a Dungeon Generator Utility to do the Dungeon Generation, and I was confident that I'd need to have it return a dungeon that the World object would use as a blueprint to build itself. But now I'm not so sure, because what's it going to build that blueprint out of?
If anything, the Dungeon Generator should be generating a World! Or the world should be generating itself...
Should I put all the Dungeon Generation code directly into the World Class? I worry it's getting too bloated, but the world generation needs to access the World object's properties...
Now that I think more on it, I had seperated Dungeon Generation into two objects in my design. The Generator and the Builder. The generator would generate random dungeons and the builder would set up the world to match. I think I just didn't know what I was doing, it looks like I had three seperate plans going on at once. That's not good. ^.^;;
12:19pm - Alright I've got the World generating Great Hall style dungeons now.
Next up I need to put the player in there and get them moving. That's actually a pretty big task. And I'm feeling a bit worked up after all the time I spent on that first task. I'm going to take a break for now.
2:30pm - Okay that's probably enough goofing around.
2:40pm - Well I got an email and had to reply but that's not really goofing around is it?
Now then. I've got my dungeon. It's just a big room right now but it's there. Now I need to add my player to the dungeon, and make him move around in the dungeon.
I'm not sure I'm ready to do all that yet. I feel overwhelmed again just thinking about it.
3:10pm - It's not working. I can't keep my attention focused on my work enough to figure out what to do next.
I think I'm going to stop programming, and maybe do some work on my Starfinder campaign.
3:16pm - Well I was going to do said work here at the McDonalds but one of the key online apps I use for Starfinder is explicitly banned at McDonalds so I'll have to go home to use it.
Toodleoodleoodleoo!