|
"brogue 0.4.9"
|
Owner:
| morduun
| Showcase Entry:
| brogue
| |
Total Entries: 3 | morduun Entry: 3 01/29/2004 06:32 PM
| It's not dead, Jim.
Contrary to urban legend, brogue is not a dead project. I've spent the last few months creating a fun AI model for monsters and adapting their pathing to an A* implementation. There's also a working inventory model with a pop-up inventory display and a cool realtime equip/use menu that works while the game keeps playing. Things are moving =nicely= along to a fullfledged 0.5 release, and a 0.6 soon after when the object inventory & use code is complete.
Unfortunately, one thing this new work HAS done is exposed the fundamentally weak data structures of the original code -- weak for my purposes, at least, as the demands of a 3d realtime FPP RPG are a bit more extensive than a 2d text turn-based rpg. Ultimately I've had to go in and *shudder* rip out =all= the old data structures, replacing them with entirely new ones and revising all the functions and procedures those changes impact. THIS is long, tedious and thankless work -- necessary for the long run, but ultrapainful at the moment.
The payoff comes in not only a brogue ready to run properly in realtime and respond to a far more complex AI than the original possessed, but one that's user-extensible in just about every way -- provide new media, change a few XML files and *bang* it's a total conversion.
So, the goal right now is to get the thing compiling again with the new data structures. Once that's done... a new public alpha just might be in order. | morduun Entry: 2 08/02/2002 08:02 AM
| Right. Another long time away while life catches up on me, but I've not given up on this one. After much hemming and hawing, I've decided to completely scrap the old monster AI routines and go with an A* implementation for pathfinding. The big reason I'm doing this is because the means by which monsters currently pathfind is really clunky, and if I can get A* working properly then I can expand my dungeon types well beyond the old-fashioned roguelike mazes, and incorporate rather different-looking dungeons, like perfect mazes and some other cool algos (like EdZup's) that will make the game a lot more interesting.
So, while there's still some delay going on, at least it's for a good cause. ;) Once I've got the new A* pathfinding in place I will be posting a demo -- don't expect anything before September as I've got a lot going right now, but once September comes, watch out! | morduun Entry: 1 06/10/2002 03:20 PM
| After a long hiatus for the Stickman contest, and a longer hiatus for vacation, personal stuff, and general "I don't want to bloody look at this!" whinging, I've finally started to sort out brogue again.
The lastest BB update seems to have screwed a few things up, especially item placement. Not sure why, but I may be back to 1.74 before too long if I can't work out an easy solution. That's first on the list to examine.
Second -- destinations are just about ready. When I can work out exactly where they're going wrong, I'm planning on posting another alpha demo so I can get an idea of system speeds. With monster AI fully functional, there are only a few basic elements left to go -- namely inventory and equipping, some remaining UI work, GUI work (simplistic at best, in the spirit of the past!), and various tweaks and special effects. |
|
|
|