Game
Rogue Cadet
8 years ago

Day 100


Day 100: Today is the hundredth day! Wow, incredible how fast time flows. This has been a long journey that took many different roads. And it’s far from being over yet! When I started this log I honestly didn’t thought I would keep it up this long. It’s a hundred and one pages long document right now! Even if no one will ever read it in its entirely, I’m still proud of what I’ve achieved.

Daily interesting stuff:

Tasks done:

  • “Finished” the upgrades. I created all the icons. That was not really funny to do. But since I took most of them on the net it didn’t take too long. Then I had to import them. And then assign each icon to its Upgrade. After that a small test, some adjustments. And boom it’s done. But the more I looked at how the upgrades are positioned the more I thought it should be vertically centered. So I did that. The code for the auto layout is really ugly. To put it simply it’s incomprehensible. It’s just full of arithmetics and the variables aren’t named properly… But I still managed to modify it to do what I wanted.

  • Did some special rooms. That was really boring. No wonder, that I only developed the basic tools during the previous sprints. So I had to code other types of rooms as well as doing the content. I didn’t make all that I wanted. There’s only three types of special rooms: the beacon (activate a beacon, fight monster, gain reward), the random TP (teleports you to a random room) and the cadaver (find the cadaver of a previous cadet, explode it, gain a reward). I hope that it won’t be too repetitive. Oh and the TP rooms don’t actually work… The way I did is that all the teleporters raise an event when they’re created. So every random teleporter listen to it and knows where all the other teleporters are. I did that because I can’t just teleport the player to a random position, imagine that it happens to be an empty space, or a wall… No, I need to have a space that I know is safe. And it works well. At least in the test environment. In the final configuration it doesn’t. I think that’s because if there’s only one teleporter I delete it (because it has no purpose). And somehow in the main game the teleporters always think they are alone (poor thing). I’ll fix this tomorrow.

  • Fixed a bug in the dungeon generation. After I created all these special rooms, I added them to the dungeon generator data. And I could’ve assume that it would work. Because it uses the same thing as the dead ends. But to be sure I added a log to tell me how many special rooms where instantiated. You probably guessed it, the number was always zero. It turns out that the way I added the dead ends and the special room (and any other different room) didn’t work. They wouldn’t be selected by the generator. So instead of fixing it, I just put all the rooms in the base data list. Now there’s around a hundred rooms, so it should take me a long time and be super boring right? Ha, wrong! I did a tool to automatically add the rooms to the dungeon. I just had to modify the tool to put them all in the same basket regardless of their type. Ok, now there’s no way to make the type influence the probability of spawning. But that behavior wasn’t implemented yet anyway…



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