Age of Rogues WIP: Day 2

posted in arka80's Journal
Published October 20, 2014
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At the end of 8 more hours of coding I've got the following:

  • some refactor
  • gui system started
  • transition between world and area map
  • minimal area map generator
  • movement in the wilderness

And a couple of screenshots:

aor2.png

aor3.png

In the first one you can see the world map with the addition of some gui elements: the 4 techs/obelisks groups and a toolbar. Toolbar shows the list of commands available for the current character in the current world tile. For the prototype, I opted for a simple text, but in the real game this will be a suite of icons (reachable by keyboard shortcut or mouse click).

You will notice that some tiles are visible even if heavily shaded: I decided to let the player view the unexplored tiles once he/it/she (damn english! happy.png ) visit them (simply going on). I think it can add a strategic clue. Once explored, they will become bright as the village.

In the second you have the result of the "E" key pressed on a world tile: explore mode! World map change to Area map and you play as a traditional roguelike: you have your sprite (according to the character class) and you go through the wilderness searching for things (obelisks, but also food and other resources) and fighting beasts. None of this implemented yet.

About the refactor

It sounds silly to have done a refactor after only one day of develop: well, it is, perhaps. But I noticed I was starting to have some classes (the world and area generators, for example) with no data at all and static methods only. I got rid of these classes for simple functions. Less files, less allocations. I'm not coding in java, after all laugh.png
5 likes 2 comments

Comments

Orymus3

"About the refactor

It sounds silly to have done a refactor after only one day of develop: well, it is, perhaps. But I noticed I was starting to have some classes (the world and area generators, for example) with no data at all and static methods only. I got rid of these classes for simple functions. Less files, less allocations. I'm not coding in java, after all laugh.png "

That's anything but silly actually :)

You are on a fast-prototyping cruise, and you obviously want to test if the gameplay is fun, but it will take quite a few features to get there. I've once advocated a similar development pattern (which I've coined 5-1-1 actually, but this also has the same precept).

Basically, develop stuff, pause to fix it, rinse/repeat. The idea is not to mix creative periods with refactor periods because they cause frustration.

Bluntly put, I think you have the right mindset and refactoring this early is actually a good sign.

It is still hard to profess an opinion on the above results, but I think you're on a good path!

October 20, 2014 03:30 PM
arka80

I hope you're right sir ;)

October 20, 2014 04:18 PM
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