7DRL Work Post
Mar. 12th, 2021 02:22 am2:22am - Well it's technically day 7 and my game isn't close to being ready, but that's okay, I'll try and keep working on it all the same.
First I want to deal with that extra movement bug.
2:34am - I got the bug squared away. They shouldn't have been moving at 0 action points, only at more than 0 action points. So they got a second move at 0 when they would've normally been out of moves.
Next I'm going to make it so that moving diagonally costs a little more than moving horizontally and vertically, since it's already like that in the pathfinding.
4:02am - It took a lot more work than I was expecting but I increased the cost of moving diagonally and I also enabled diagonal movement for the player. It's a bit awkward since you have to push down a modifier key to move diagonally, but it works. Most of the extra time was spent making it so that you don't move faster if you're giving non-keyboard input at the same time. Godot's input system is kinda weird. XD
Next up is basic combat. That means running into an enemy or having the enemy run into you and deplete health based on stats.
Let's see...
I'll need to display the player's stats for a start. Most of the roguelikes I've played don't show enemy stats, so I don't need to do that right away at least. Then there's the combat itself. It should be as simple as detecting collisions and throwing functions or signals.
For balance, I'll try to make it so that the player can defeat two green enemies at the same time, but not three.
That said, I want to take a break. I've only been at it for a couple hours but since it's the seventh day and I know I won't be done on time, I'm loosing steam.
9:34am - Seven and a half hours later...
I haven't been able to game and relax for seven hours straight in a long time. Maybe there's really something to this all work and no play makes Relee something something...
Anyways I'm actually thinking of working some more, even though it's past nine am. Let's give the player some Stats.
10:23am - Stats in place, and a little stat-monitor has been put on too. I'll continue to update that as things go, I think I'll need to improve it soon.
For now, combat! I'll make it so that bumping into an enemy is an attack, and we'll go from there.
11:57am - Well the basics of combat are in and my Player and GreenEnemy are doing damage to eachother and it's reflected by the text output and stats bar.
The only problem is having them Die when their HP is less than or equal to zero. The player has to end the game when they die, and the GreenEnemy has to vanish off the board and maybe delete itself or maybe go to some kind of queue of enemies to be respawned?
The tricky thing is right now the enemy doesn't have direct access to the actor_timing_list so it can't take itself off of that. I'll probably remedy it by passing a reference to the actor_timing_list to all the actors in ActorFactory since I'm already passing so much other stuff...
Anyways it's just past noon now so I'mma stop for now.
I think that means I've officially failed 7DRL, but that's okay. I'll keep this project going for now. I want to see what my dungeon generator looks like, when I get that far.
First I want to deal with that extra movement bug.
2:34am - I got the bug squared away. They shouldn't have been moving at 0 action points, only at more than 0 action points. So they got a second move at 0 when they would've normally been out of moves.
Next I'm going to make it so that moving diagonally costs a little more than moving horizontally and vertically, since it's already like that in the pathfinding.
4:02am - It took a lot more work than I was expecting but I increased the cost of moving diagonally and I also enabled diagonal movement for the player. It's a bit awkward since you have to push down a modifier key to move diagonally, but it works. Most of the extra time was spent making it so that you don't move faster if you're giving non-keyboard input at the same time. Godot's input system is kinda weird. XD
Next up is basic combat. That means running into an enemy or having the enemy run into you and deplete health based on stats.
Let's see...
I'll need to display the player's stats for a start. Most of the roguelikes I've played don't show enemy stats, so I don't need to do that right away at least. Then there's the combat itself. It should be as simple as detecting collisions and throwing functions or signals.
For balance, I'll try to make it so that the player can defeat two green enemies at the same time, but not three.
That said, I want to take a break. I've only been at it for a couple hours but since it's the seventh day and I know I won't be done on time, I'm loosing steam.
9:34am - Seven and a half hours later...
I haven't been able to game and relax for seven hours straight in a long time. Maybe there's really something to this all work and no play makes Relee something something...
Anyways I'm actually thinking of working some more, even though it's past nine am. Let's give the player some Stats.
10:23am - Stats in place, and a little stat-monitor has been put on too. I'll continue to update that as things go, I think I'll need to improve it soon.
For now, combat! I'll make it so that bumping into an enemy is an attack, and we'll go from there.
11:57am - Well the basics of combat are in and my Player and GreenEnemy are doing damage to eachother and it's reflected by the text output and stats bar.
The only problem is having them Die when their HP is less than or equal to zero. The player has to end the game when they die, and the GreenEnemy has to vanish off the board and maybe delete itself or maybe go to some kind of queue of enemies to be respawned?
The tricky thing is right now the enemy doesn't have direct access to the actor_timing_list so it can't take itself off of that. I'll probably remedy it by passing a reference to the actor_timing_list to all the actors in ActorFactory since I'm already passing so much other stuff...
Anyways it's just past noon now so I'mma stop for now.
I think that means I've officially failed 7DRL, but that's okay. I'll keep this project going for now. I want to see what my dungeon generator looks like, when I get that far.