Friday, 2 August 2013

Stats and Keys added

Stats and Keys areas added to screen:


Starting to look more like a bit of a roguelike :)

v0.04a available to download and play within a few hours. New blogpost coming soon to announce

Game in terminal screenshot

So here's the game running in its own terminal emulator:


Keys are still the same. Selecting different fonts from the font menu resize the terminal properly. I like the idea of using a proper terminal emulator :)

Next step: Creating proper stats areas and combat messages area

Terminal emulator added :)

I managed to implement a terminal emulator into the engine. Here is a screenshot of the basic part of it:


What it means:
  • The game will run in its own terminal, no longer the console window
  • I can create proper areas in the game screen for stats, inventory, game area
  • Fonts and tilesets can be modded
  • New font sizes
Expect a new free version 0.04a to download in 1 or 2 days using this terminal emulator



Thursday, 1 August 2013

Tuesday, 30 July 2013

v0.02A available for download

New version:

- Added A* algo to monsters
- Updated keys: WASD, Cursor, numpad and Vi Key layouts all possible for movement

It still doesnt do much. Just walk around, and watch the monsters follow if you get too close

Check the wiki for download links at:  http://surviverl.shoutwiki.com/wiki/Main_Page

Note: The build runs on both Windows and OSX:

Windows: just double click the .exe
OSX: Use terminal, and cd to the unarchived folder. Then use "mono SurviveRL.Console.exe" to run the game.

New Keys

I've changed the keys, in preparation for tonights new release with monsters chasing the player.

Check the following link for many of the new keys:
http://roguebasin.roguelikedevelopment.org/index.php?title=User_interface_features

A* implemented

I've spent a few hours implementing the first parts of monster AI.

Monsters on the same screen as the player, will look for the shortest path available towards the player.


The red path is the pathfinding from the monster to the player.


From another point.

Technically, I implemented the A* algorithm on a 1D list of tiles. I used the Manhattan Distance to calculate the heuristics for remaining distance to player from monsters along the path. I only check the surrounding tiles, which greatly reduces the time it takes to calculate the path. It's still quite basic compared to many A* possible additions, but works for now.