I have worked on my project for about six days now. It is quite ambitious and will only turn out well if I can finish everything (on track right now).

What I have:
Battle system with status ailments, active and passive skills, and item drops at the end of the battle.
8 different weapons with elemental stats, which enemies can be weak or resistant to
Chests, "scrolling" screen, breakable crates
Extremely large programs

What I want:
More enemies (73!)*
Good plot
Achievements and saving

(edit: more information!)

Screenshots are below!

*not 73 factorial
After a few more days, I now have the first, second, and third areas filled out. I made the move code faster, added bosses 1 and 2, and 14 enemies.
Update 3: Area 2 and 3 are completely done, layout for 4 is done as well. Move code is even faster (used to take 10 seconds to load, now 6), and area names and plot are fleshed out but not implemented. 21 enemies (with faster generation) are now coded, along with character sprites for all the speaking characters.

How room generation works:
In matrix A ( [A] ) is a list of 7 tile groups with ids 1-13, unique for each area.
Id 1: ground
Id 2: wall
Id 3: player sprite
Id 4: crate
Id 5: boss
Id 6: chest
Id 7: opened chest
Id 8-11: exits
Id 12-13: varies

[A] is 8×width, and the 8th tile is how many times that pattern is repeated.

When it is loading a new area, it does the following steps:
1. Gets [A].
2. Gets list Area (has enemy spawns, levels, exit data, and start positions)
3. Sets player x and y.
4. Takes [A](8, B) to store into L2 with collumn repeats, so if collumn 1 is repeated thrice, the list would read {1,1,1...
5. Uses L2 and [A] to make L5, which is L2 except it has the tile IDs instead of the matrix row #.
6. Gets tile sprites with ID 1 and 2 and stores them into Str6 and Str 7 (for faster use).
7. Gets, collumn by collumn, using L5, Str6 and Str 7, and the player's X postiton, what should be drawn on the screen.
8. Draws it.
Sounds very detailed and cool! What calculator are you making this for?
The TI 84 plus CE (python) with Celtic CE.

Picture of Area 1
6 days left!

Today was the second to last area day, finishing Area 5 and 6. Also decided to cut Area 8 as the plot did not fit in well, and I wanted more time. Wrote 20 achievements and a plot summary as well, but they have not been implemented yet.

Area 4 is kinda boring, so I made Areas 5 and 6 better by adding locked doors (basically, it's actually unsealing portals), and Area 6 by clearing away Miasma in 6-1 to get to 6-8.

Plan for the future:
T -5 days: Area 7, basic plot skeleton
T -4 days: Settings and achievements (and plot)
T -3 days: Plot, sprite retexture, text color in battle and maybe menus
T -2 days: Finish up (items in chests, etc.)/test
T -1: Try to clear the game, write readme
T -0 : Test and submit

Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Picture of areas (video tomorrow, maybe?)


The image is horizontal so you need to click on it to show the entire thing!

Let me know what you think!
Ashsteel2 wrote:
[b]
Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Another reason to have cesium, you can undo clear.
conf wrote:
Ashsteel2 wrote:
[b]
Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Another reason to have cesium, you can undo clear.


This functionality exists in the operating system's unmodified editor, not because of Cesium.
StephenM wrote:
conf wrote:
Ashsteel2 wrote:
[b]
Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Another reason to have cesium, you can undo clear.


This functionality exists in the operating system's unmodified editor, not because of Cesium.


I meant token, and StephenM was right.
5 days left!

Today was finally the last area day, finishing Area 7. I also made a settings menu and the 80 skill equipping UI better. The settings include screenshake, battle speed and animation, and a funny "Annoying Crates" setting that makes breaking crates really annoying.

Area 8 has a Draklor Laboratory style layout, where you toggle switches to open/close gates.

Plan for the future:
T -4 days: PLOT!! and achievements
T -3 days: Plot, sprite retexture, text color in battle and maybe menus, monster balancing, drops, and spawning areas
T -2 days: Finish up (items in chests, etc.)/test
T -1: Try to clear the game, write readme
T -0 : Test and submit

Thing to look at rather than text (I know what you want):


Edit: It is a gif but it isn't loading. You might have to click on it.
  
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
Page 1 of 1
» All times are UTC - 5 Hours
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

 

Advertisement