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2019 dev thread
#1
New year. Woo. Bit grim, with shitty weather and an ill hen, but hopefully it'll all improve.

- added little notice to top of pages when new News article is written, before user has seen it.
- added redirect to Activate page, if non-active user tries viewing any other page.
- briefly thought about making a 'restocking' system for shops, but am now deciding not to bother. I don't want users to be refreshing pages like crazy, adding server strain.

- trying little bits of new layouts here and there. I'm starting to really hate this CSS/web design stuff. I want a really fancy intricate medieval/fantasy design, but that's barely compatible with responsiveness. A lot of things simply cannot be shrunk down (like the explore maps, for one) so...

2nd January

Fucking endo, giving me agony all day. Meanwhile, chicken had to be put to sleep by vets. Didn't have a chance to see her this morning, or say goodbye. Sad
Crappest new year ever.

3rd January

Endooooo

4th January

Still bleh, but gotta get sth done...
- figured out how to make simple 'pathfinding' so enemies in battlefield will choose target griffs (or other tiles like healing tiles, allies) and move towards them. Got the code to choose the target co-ords but haven't got round to trying it yet.
- gene editing in nest is sorta finished. Woo. Gonna need more work to add the marking genes later, as they're more complex than body part layers. 16 alleles instead of 10.

5th January

Gene editing of all current parts is indeed finished. Later it should cost an item + reduce egg health, to stop you doing it too much.
Modified flock page a bit; thinking of new layout.
Now tinkering with battlefield...

6th January

Dear endo, can you fuck off please...

- Added 4 ranges for movement/attacking. At 1, griff can only select one of the 8 tiles around them. At 4, there's a big radius. Range for griffs will depend on breed/agility/being equipped with an item, and for monsters, based on their type.
Spells/attacks don't have their own ranges. Let's say they're all short-range and the griff needs to physically be close by. So having a wide range means you can either move far, or use spells further away - not on the same turn...

- Testing with a background. Walls work fine, but it's annoying if griff can move 'through' them, because their range extends over the other side of it. >.< Must figure out how to block all tiles 'in their direction', with x or y numbers that are greater than theirs...

- Gonna add enemies now. Eeeek.
... they're working, whew. One random enemy acts after each griff act. If griffs are outnumbered 2x, then two enemies move for each griff, and so on.
Next, um. Plug in my crappy 'pathfinding' so enemies actually choose griffs and follow them.

7th January

Figured out a formula to block more tiles behind impassable tiles, like in lines radiating outwards from current tile. It's very crude and blocks some innocent-looking gaps, so I'll have to design walls etc carefully to avoid that.
[Image: dcwh0t0-438683dc-6dcd-426f-92ce-891709becf59.jpg]

Need a version in JS for the page, and in PHP for the monsters. Array push and concat are easy enough, but JS doesn't have for-each-as loops...
Done. Why do all these programming languages have to have different syntax? I get so confused switching between . and +, different array handling, function names like split/explode...
... right, all working. Gaah. Tomorrow, hopefully get the monsters chasing. And start thinking about adding attacks/spells.

8th January

Or not. Made a random NPC generator tonight, text-only with JS. Will add it to a page on site tomorrow. Combined with the coat generator, maybe testers can help come up with interesting NPCs.

9th January

Added it, on the page /fun/npc.
Didn't have time to work on anything else tonight. Just thinking about lore...

10th January

Sketched some ponies. Re-writing a bunch of stuff about Minoan griffs, dragons, fairies, and the political setting. BIG EMPRESS IS WATCHING YOU. I'm not exactly familiar with many other fantasy games or novels, but I haven't heard about any quite like this. We'll see how it goes.
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Messages In This Thread
2019 dev thread - by GwynMil - 01-01-2019, 04:26 PM
RE: 2019 dev thread - by GwynMil - 01-12-2019, 12:59 AM
RE: 2019 dev thread - by GwynMil - 02-05-2019, 06:48 PM
RE: 2019 dev thread - by GwynMil - 02-16-2019, 05:33 PM
RE: 2019 dev thread - by GwynMil - 02-28-2019, 06:20 PM
RE: 2019 dev thread - by GwynMil - 03-17-2019, 08:59 PM
RE: 2019 dev thread - by GwynMil - 04-23-2019, 07:54 PM
RE: 2019 dev thread - by GwynMil - 05-03-2019, 08:31 PM