Archive: April 2008

Nope, no map editor yet this week. I continued cleaning up, and managed to sort out the scripting things, and the thinking I promised last week was fruitful. I have (at least for now) planned how to expose the game engine to the scripting system.

Note to self: I really need to plan the developement better, usually I get up on Tuesday (my free day) wondering “What can I do not to lose Gruedorf this week?”.

Next plan: Definitely have a way of editing maps (did a couple of things for that already) before starting to write the enemy and NPC codebase. To do so, I need to define some file formats.
And now the sandbox (it’s a beach, you know) map is a lot bigger, anyway.

Download: Aftershave, build 20080416

Download: SDL 1.2 Runtime files

I’ve used IronPython before. It was called Steelix

But, the scripting is here. Now the game starts from a nicely written script, instead of the ugly mesh of hacky code on the initializer before. So, I present the first Aftershave script to you:

from aftershave import *
 
from iroh import Vector2
 
from test import CreateTestMap
player = CreatePlayer()
 
player.Location = Vector2(66,66)
 
SetCurrentPlayer(player)
 
SetMap(CreateTestMap())

Many Days an Adventure

Not really related to anything, but the last couple of days I played the Chzo Mythos: 5 Days a Stranger, 7 Days a Skeptic, Trilby’s Notes and 6 Days a Sacrifice, a series of adventure games made by Yahtzee, which you my know from Zero Punctuation on The Escapist. I hadn’t played any point-and-click adventure game before besides The Curse of Monkey Island (a masterpiece indeed), and this four games were a refreshing answer to my claims of good games.

The gameplay is classic but very clever (the final puzzle in the third was incredible!), the graphics are nice, and the ocassional music (the game is generally silent aside form your footsteps) helps to build the atmosphere that sometimes is even overwhelming.
So, play this four games, and if you want a change in gameplay, Trilby: The Art of Theft

As I thought, my free time was around zero this week just did some cleanup on the code, commenting, etc.

I’ve been thinking what would be the best way of implementing  the scripts. There should be at least map scripting, as harcoding them would be hell and mostly impractical. The problem I’ve facen is how integrate it with the game, and how to define the scripting API. I’ll just have to keep thinking.

Just a little update,kinda sleepy here. I need to plan the development better, I had so many ideas that almost didn’t do anyof them.

Is there something to see? Yes, I finally got the camera system running (it around 10 lines of code on the engine), and added support to control it using AfterDev (look under View > Presentation)

Predicting

This next week is going to be shady, hopefully I’ll get some time to make some sloppy coding next Tuesday.

But I’ll post the current TODO list written on my notepad

  • Camera System (Done!) 
    • Position
    • Angle
    • Scaling
    • ¿Anoter viewport style?
  • On Screen Display
  • New Font (more game-like)
  • AfterDev: Select objects and see their data
  • Scripting
    • Progress Flags
  • AfterDev: Map Editing
  • Creatures
    • Player (Interaction)
    • NPCs
    • Enemies

Download: Aftershave, build 20080402

Download: SDL 1.2 Runtime files