Age of Rogues WIP: Day 1

posted in arka80's Journal
Published October 17, 2014
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So project has started rolleyes.gif.
First I setted a working environment, with all the linkage and the bitbucket repo working, and an empty-black-screen exe, then I started some actual coding.
Where to start? I decided to go with the world map, with the goal of having something to put on screen. So, after a bit of hours I have a Tilemap class filled with tiles by a (pretty dummy at the moment) world map generation routine (together with some utility classes to load and serve pieces of texture from the tilesheet file, to reference count my objects and do some basic math I needed).

Map is showed centered at the character's village position, which is the only tile setted as "visited". The renderer routine ignores the unvisited tiles: in a prototype this is ok, but in the real game I suppose I'll have to put something on screen rather than the empty black.
Anyway, this, with a Character class to put the character's sprite on map, is what you can see in the beautiful screenshot below tongue.png .

aor1.png



Remember that this is the world map, not the Area map, so I chose a neutral sprite for the character: a simple human face, suitable for all the character's classes. In the Area map you will see the real character's sprite, according to its class.
You will notice that character is one tile away from the village, actually in an "unvisited" world area. This is because I had the world movement implemented yet, with the following rules:

  • You can start moving only from a visited tile;
  • You can get away from your home village for a maximum number of tiles (range) given by your class;

And, obviusly, you cannot go out of the world bounds laugh.png

I want to have characters class to be data-driven: in the real game data will be read from a file, here I simply hardcoded some values in a couple instances of the CharacterDescriptor struct. This, together with a kind of Factory, give me the two kind of available characters to play with. I played with them a bit, testing the range movement, adding visited tiles to see what happens, imaging the game is finished.

Just enough for now.
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