Friday, 20 December 2013

Screenshot from v1.3

The background graphics will still change a bit, but this is how the new font looks:

After a long battle I finally think the message routine is working. Of course all I had to do is show N number of messages from the tail of the list. That way it looks like it's descending from the top and then starts to scroll. Like, that was it? Well, I think it's pretty much ready now, other than it could be nice is show current turn's messages in white and previous messages grey or something like that so it would be easier to see what happened during a turn.

There will be some more GUI adjusting, but then that part is ready and I have to concentrate on the gameplay itself.

Wednesday, 18 December 2013

New fonts and stuff

The stuff has been an attempt to re-write the message routine. How hard it can be? I realized that for re-displaying the messages when screen is redraw you simply display 5 (or less in the beginning) messages from the list. It's really that simple.

The problem is again the repeat count for each message which doesn't count as an actual message, but should be displayed while not increasing the line count. Maybe I try to do something too complex for it, but I can't make it work. Maybe it's already there when message is added to the list, I just should record the number of messages displayed at each turn and if more than zero then re-display it.

I'm sure it wont work no matter how much my logic says it will. Besides I still have to solve what happens if there are more than 5 messages per turn, in which case -more- should wait for rest of messages.

New fonts are cool. The size is optimized for full HD resolution, but for laptops and smaller resolution there will be smaller font option later, hopefully using the new font in smaller size. There was some pixel editing to get the original monospace fonts to fit in their actual grid (and also changing some ugly letters), so much that in fact I created a new set of fonts.

Sunday, 15 December 2013

Background color

While I have to think how I'm going to implement that new message routine I can always improve other parts of Teemu. An idea I had from one discussion at Rogue Temple was background color as option. This is another thing from the past (maybe it's in some current roguelikes) that the background color is always black. But sometimes it could be nice to try another background color, because black with bright colors can have too much contrast.

I have already programmed a background color option, but it's only for GUI parts and needs matching color sets for things like window background, stats, cursor color etc. Then there is the gameview which I think could have another option for background color, but it needs even more careful approach as not to make some font colors too difficult to see.

I think it's now likely that 1.3 is not ready before Christmas, but it's possible that it wont be delayed to next summer either.

Thursday, 12 December 2013

Message lines

Re-writing message output. The thing with roguelikes has been that there is a single line on top of the screen and you get -more- when there are more message that can fit into that line. But why should it be like that with modern displays when you can just add more lines?

I've run into some implementation troubles with multiple message lines which is and isn't a surprise. You would think it's easy and for most programmers it is. Well, maybe one thing confusing me is trying to re-write the old rather than designing a multiple line message routine from the scratch.

I was thinking also to make the direction of message flow optional. I think it's easier to understand when message scroll up and the newest message is on bottom. Then again some games display messages on bottom of the screen and messages scroll down. It could be actually possible to make both optional in Teemu, just in case.

Other than that the Player class is almost done and started a gui color class mainly for optional background colors. When I get this message trouble solved it's also easier to finish routines that display messages, because they have to change somewhat, in some places.

Saturday, 7 December 2013

Exciting development report

I've focused on fixing Player class. When thinking of the new combat system it could be quite easy to do, because you need to change only limited amount of source code.

There were not one but three bugs in Player::Eat to my surprise, but then again when I was programming the original version it was like an extended 7DRL so things went fast. Those bugs were only logic related (didn't crash the game or anything like that). The first one was that you couldn't eat a coconut, but it was erased from the inventory as if consumed. Then there were a check against item type if the item you ate was your weapon. It could fail. The third bug was that everything was delicious (fresh) or foul while there should have been also normal food items.

First day of this Christmas development time was quite nice. Mostly I know what to do, so everything feels much easier than when I'm programming Kaduria.

Thursday, 5 December 2013

Teemu - Fifth Anniversary Christmas version (plan)

I'm trying to get the next version ready before Christmas. It's going to be called 'Fifth Anniversary Christmas version' even in the case that I'm not going to get it ready in time. It'll most likely in a middle of summer when it's released.

I've already browsed through the source code here and there to find something to fix. It's mostly content - those new level themes I have been talking about. But it can be a lot more if the story is changed. Not to mention the gameplay system itself.

Wish I can finish it this time, because I've abandoned this project many times since the initial releases.

Sunday, 24 November 2013

Floor project

I need to move Teemu back to my tabletop computer, I can't do a shit to it with a laptop. I wonder if it's true with my music projects as well? Maybe I should get a real computer for it, too? And throw that god damn Fujitsu laptop to moon.

About moving, we're re-doing the floor of "my" music studio room. It means I have moved stuff out from the room for last two days and it's going to take this day too. It's crazy, because I realize now how much I have ridiculous crap I don't need. I'm either going to sell it or throw as far as I can.

Moving that crap somehow brings memories from the time when I was 14 and we went to Sweden for a brief period of time that possibly ruined my chances for a better life (than this I now have). Yes I want to whine, it's fun. I'm going to whine until I get my roguelike projects ready. And then I'm going to start another roguelike project.