6:50pm - Well I've done my chores for today and played some video games and even watched an anime ep. I think it's time for me to get down to business.
There's a problem with the Shadowcasting algorithm I implemented the other day. I think there's a problem in the recursion, but I'm not sure. So let's figure it out!
8:03pm - Well I've determined that the shadowcasting algorithm is running and sort of working, but way too slow. I'm going to take out the logging code and see if it works at any kind of a reasonable speed.
8:05pm - Yeah it's running fine now. Another bug has popped up, though.
For some reason all the walls are displaying the wrong wall tile. I have no idea how the two became interrelated that adding FoV could change the walls' sprite display, but whatever. It's my job to figure it out.
8:10pm - I fixed it. Somehow a vital not had disappeared from my wall test, so it was returning nowall where there should be wall. Very frustrating.
Anyways I think that's pretty good for one session. I've implemented Fog of War. Next is to implement the senses for the enemies, so they only interact with the player when he's within their sense field.
There's a problem with the Shadowcasting algorithm I implemented the other day. I think there's a problem in the recursion, but I'm not sure. So let's figure it out!
8:03pm - Well I've determined that the shadowcasting algorithm is running and sort of working, but way too slow. I'm going to take out the logging code and see if it works at any kind of a reasonable speed.
8:05pm - Yeah it's running fine now. Another bug has popped up, though.
For some reason all the walls are displaying the wrong wall tile. I have no idea how the two became interrelated that adding FoV could change the walls' sprite display, but whatever. It's my job to figure it out.
8:10pm - I fixed it. Somehow a vital not had disappeared from my wall test, so it was returning nowall where there should be wall. Very frustrating.
Anyways I think that's pretty good for one session. I've implemented Fog of War. Next is to implement the senses for the enemies, so they only interact with the player when he's within their sense field.