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truefire

WQ Devlog

Feb 12th, 2012
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  1. ONE LEVEL GITD
  2. Game Development Log
  3. All timestamps in EST
  4. =====================
  5.  
  6.  
  7. ----BEGIN DAY 1 OF DEVELOPMENT----
  8. 2/4/2012 1:37 AM
  9. v -1.0
  10. ---------------------
  11. Began work on the game. Nothing but FlashDevelop and an empty Main file
  12.  
  13. 2/4/2012 2:14 AM
  14. v 0.00
  15. ---------------------
  16. I made some tilesets to work with. Nothing fancy. Just walls and floors. I made two sets, one of wood and one of stone.
  17.  
  18. 2/4/2012 3:29 AM
  19. v 0.01
  20. ---------------------
  21. Imported some util classes that I might need: Screen, PixMap, Spritesheet, IntRect, MathUtils.
  22. Added some classes to handle dungeon rooms and connecting them to each other.
  23. Got a single dungeon room rendering to the screen. (walls and floor)
  24. Swapping out the theme of a room is as easy as a changing a variable.
  25.  
  26. 2/4/2012 4:16 AM
  27. v0.02
  28. ---------------------
  29. Multiple rooms will now render, though the logic to connect them with 'passageways' has not yet been implemented.
  30. Opposite walls are now mirrors of each other, rather than the same sprite.
  31.  
  32.  
  33. -----END DAY 1 OF DEVELOPMENT-----
  34. -----2:39 SPENT WORKING TODAY-----
  35. -----2:39 SPENT WORKING TOTAL-----
  36.  
  37.  
  38.  
  39. ----BEGIN DAY 2 OF DEVELOPMENT----
  40. 2/4/2012 4:16 PM
  41.  
  42.  
  43. 2/4/2012 6:16 PM
  44. v 0.03
  45. ---------------------
  46. Rooms now connect
  47. Modified the tilesheet and RoomType format to contain 'end' walls (connected only on 1 side) in case I need them in the future.
  48.  
  49. 2/4/2012 9:25 PM
  50. v 0.04
  51. ---------------------
  52. Imported KeyManager and MouseManager class.
  53. I have a character walking around the rooms. Collision on the threshold between rooms was more difficult than I expected.
  54.  
  55. 2/4/2012 9:41 PM
  56. v 0.05
  57. ---------------------
  58. Added functionality for optional 'leniency' around small passageways so they're easier to get into without pixel-perfection.
  59.  
  60.  
  61. 2/4/2012 10:33 PM
  62. v 0.06
  63. ---------------------
  64. Created a sprite of a wizard for my player. Entity-sprites will be 8-directional.
  65.  
  66.  
  67. Took a break until 2/4/2012 11:13 PM
  68.  
  69.  
  70. 2/5/2012 2:02 AM
  71. v 0.07
  72. ---------------------
  73. Added a weapon system. All attacks count as 'weapons' (magic, swords, throwing knives).
  74. Made a weapon (fireball).
  75. Shot the weapon all over the place.
  76. Fixed all the horrible glitches with the weapon.
  77. Shot the weapon some more.
  78.  
  79. 2/5/2012 2:36 AM
  80. v 0.08
  81. ---------------------
  82. Added charging/recovery for weapon firing.
  83. Charging your attack and recovering from attacking will slow you for a period of time.
  84. Fireball now charges over the player's head.
  85. Added WASD movement.
  86.  
  87. 2/5/2012 3:11 AM
  88. v 0.08
  89. ---------------------
  90. Fixed some really annoying alignment bugs.
  91. If there is a wall above you, the fireball will spawn where you are instead so it doesn't instantly explode.
  92.  
  93.  
  94. -----END DAY 2 OF DEVELOPMENT-----
  95. -----???? SPENT WORKING TODAY-----
  96. -----???? SPENT WORKING TOTAL-----
  97.  
  98.  
  99.  
  100. ----BEGIN DAY 3 OF DEVELOPMENT----
  101. 2/6/2012 1:18 AM
  102.  
  103. 2/6/2012 1:37 AM
  104. v 0.08
  105. ----------------------
  106. Made a goblin sprite
  107.  
  108.  
  109. 2/6/2012 4:21 AM
  110. v 0.09
  111. ----------------------
  112. Made a sword weapon
  113. Began work an an awesome AI system I came up with.
  114.  
  115. -----END DAY 3 OF DEVELOPMENT-----
  116. -----???? SPENT WORKING TODAY-----
  117. -----???? SPENT WORKING TOTAL-----
  118.  
  119.  
  120. ----BEGIN DAY 5 OF DEVELOPMENT----
  121. 2/8/2012 2:53 AM
  122.  
  123.  
  124. 2/8/2012 5:05 AM
  125. v 0.10
  126. ----------------------
  127. Rooms that are less than 3x3 have problems, so I'm going to restrict myself to 3x3+ for now. (note that a 3x3 room with no passageways only has one walkable space in it.
  128. Added some more AI functionality.
  129. Added the goblin. He follows the player until he's 50 px away, then stops. He can pathfind through rooms from anywhere. He can't attack or be killed yet.
  130. Added some kind of crazy shockwave spell that shoots like 200 blasts of air. It's crazy.
  131. Experimented with some collision between entities.
  132. Fixed some obscure bugs that caused entities to glitch into a frozen state
  133.  
  134.  
  135. 2/8/2012 5:05 AM
  136. v 0.11
  137. ----------------------
  138. Goblins can die
  139. Added doors. They block the passageway between two areas.
  140. Fireballs explode bigger (to facilitate more goblin deaths)
  141. Added some stats. They don't do anything yet.
  142.  
  143. -----END DAY 5 OF DEVELOPMENT-----
  144. -----???? SPENT WORKING TODAY-----
  145. -----???? SPENT WORKING TOTAL-----
  146.  
  147. ----BEGIN DAY 6 OF DEVELOPMENT----
  148. 2/8/2012 10:18 PM
  149.  
  150.  
  151. 2/9/2012 2:18 AM
  152. v 0.12
  153. ----------------------
  154. Added a HUD
  155. Added all kinds of new stats
  156. Collisions fixed to work cross-room
  157. Distance-checking now works cross-room
  158. Added some new AI behaviors
  159. Fixed the pathfinding so that entities would walk straight through passageways, rather than going through the very center of the passageway every time
  160.  
  161.  
  162. 2/9/2012 3:18 AM
  163. v 0.13
  164. ----------------------
  165. Added inventory section to the HUD
  166. Added tip area to the HUD. it will randomly cycle through a bunch of tips. (Right now the only one is a 'welcome to the game' message)
  167.  
  168. 2/9/2012 4:03 AM
  169. v 0.14
  170. ----------------------
  171. Made inventory graphics for fireball, sword, shockwave.
  172. The inventory properly displays items in it. Now I need to make some kind of interface for managing it.
  173. You will no longer shoot if you click within the HUD.
  174.  
  175. 2/9/2012 4:13 AM
  176. v 0.15
  177. ----------------------
  178. Items can now be equipped from the inventory by clicking.
  179.  
  180.  
  181. 2/9/2012 6:04 AM
  182. v 0.16
  183. ----------------------
  184. Added a highlight for equipped weapon in inventory.
  185. Mana cost is now a thing.
  186. Added keys. Single-use item that opens a door you're touching.
  187. Added health potions and mana potions.
  188. Adjusted AI pathfinding so that it doesn't try to go through closed doors.
  189. Implemented chests
  190. Drew 4 sprites for chests (Bronze, Silver, Gold, Magic)
  191.  
  192.  
  193. 2/9/2012 6:22 AM
  194. v 0.1760
  195. ----------------------
  196. Shockwave and Sword now hurt enemies.
  197. You can now deposit items into chests.
  198.  
  199. -----END DAY 6 OF DEVELOPMENT-----
  200. -----???? SPENT WORKING TODAY-----
  201. -----???? SPENT WORKING TOTAL-----
  202.  
  203. ----BEGIN DAY 7 OF DEVELOPMENT----
  204. 2/9/2012 1:25 PM
  205.  
  206.  
  207. v 0.18
  208. 2/98/2012 4:58 PM
  209. ----------------------
  210. If you place an equipped item in a chest it will unequip.
  211. Added weapon bonus functionality. Weapons have an 'upgrade level', and can have unique enhancements applied to them.
  212. Game pauses when you mouse over the HUD (but it won't pause if the mouse is held down, so it won't interrupt your attacking)
  213. Added item description box for inventory mouseover and chest screen.
  214.  
  215. Took a break/did classes until 2/10/2012 12:33 AM
  216.  
  217. v 0.19
  218. 2/10/2012 2:01 AM
  219. ----------------------
  220. Goblins circle around the player, and now back away if you get too close.
  221. You can now die. You return to the home room and lose half of your gold.
  222. The game will now pause when you mouse out of the screen.
  223.  
  224. v 0.20
  225. 2/10/2012 5:27 AM
  226. ----------------------
  227. Functionality is set up to make sure that added rooms can fit in their designated areas.
  228. Dungeon now randomly generates rooms in realtime.
  229. Room spawning can be biased to favor closer or further rooms.
  230.  
  231. v 0.21
  232. 2/10/2012 5:42 AM
  233. ----------------------
  234. Empty chests spawn in some rooms.
  235. Goblins will only notice you a limited distance away. They'll just idle if you're too far.
  236.  
  237. v 0.21
  238. 2/10/2012 6:51 AM
  239. ----------------------
  240. Added signs.
  241. Added vendors. They currently don't sell anything and are basically the same as chests.
  242. Added some more details to what the item details text displays. (speed for weapons, value for everything)
  243.  
  244. -----END DAY 7 OF DEVELOPMENT-----
  245. -----???? SPENT WORKING TODAY-----
  246. -----???? SPENT WORKING TOTAL-----
  247.  
  248. ----BEGIN DAY 8 OF DEVELOPMENT----
  249. 2/11/2012 1:17 AM
  250.  
  251. v 0.22
  252. 2/11/2012 2:47 AM
  253. ----------------------
  254. Vendors can now buy and sell items.
  255. You can now gain experience and level up.
  256. Level up menu built for applying stat points.
  257.  
  258. v 0.23
  259. 2/11/2012 4:06 AM
  260. ----------------------
  261. Rooms are now generated in connected sections instead of one at a time.
  262. Stats now have actual effects. STR/INT increase damage, DEX/WIS decrease charge/cooldown, CON increases health and decreases recov time, and AGI decreases weapon slow.
  263. Both INT and WIS affect max mana.
  264.  
  265. v 0.24
  266. 2/11/2012 4:49 AM
  267. ----------------------
  268. Items can now exist in the world. You can pick them up.
  269. Enemies can now drop items if they're given any.
  270.  
  271. -----END DAY 8 OF DEVELOPMENT-----
  272. -----???? SPENT WORKING TODAY-----
  273. -----???? SPENT WORKING TOTAL-----
  274.  
  275.  
  276. ----BEGIN DAY 9 OF DEVELOPMENT----
  277. 2/11/2012 1:42 PM
  278.  
  279. v 0.24a
  280. 2/11/2012 4:01 PM
  281. ----------------------
  282. Refactored all code into folders in preparation for content blitz.
  283. Cleaned up import statements in my code.
  284.  
  285. v 0.24b
  286. 2/11/2012 4:58 PM
  287. ----------------------
  288. Cleaned up projectile code.
  289.  
  290. v 0.25
  291. 2/11/2012 1:49 AM
  292. ----------------------
  293. Added 5 weapons
  294. -IceSpray
  295. -Bow
  296. -Volcano
  297. -Zapper
  298. -Web Shot
  299.  
  300. v 0.26
  301. 2/12/2012 3:44 AM
  302. ----------------------
  303. Added Skeleton w/ bow
  304. Optimized rendering to cull off-screen rooms
  305. Unexplored rooms aren't shown. (you can still see the doorway to them)
  306. Optimized chunk generation
  307.  
  308. v 0.27
  309. 2/12/2012 6:18 AM
  310. ----------------------
  311. Added a minotaur. Once it sees you, it will lock on and chase you forever.
  312. Added axe. (Because what kind of minotaur doesn't have an axe? A lame one, that's what.)
  313. Adjusted entity display to show the up/down/left/right sprites if moving close to an orthogonal angle.
  314. You don't have to be at the center of a passageway to open a door in the passageway.
  315. Drew sprites for 5 new monsters
  316.  
  317. -----END DAY 8 OF DEVELOPMENT-----
  318. -----???? SPENT WORKING TODAY-----
  319. -----???? SPENT WORKING TOTAL-----
  320.  
  321.  
  322. ----BEGIN DAY 10 OF DEVELOPMENT----
  323. 2/11/2012 1:42 PM
  324.  
  325. v 0.28
  326. 2/12/2012 5:46 PM
  327. ----------------------
  328. Added an inventory graphic for the Axe
  329. Added a new weapon: ParaBlast
  330. Added 'body damage' weapon, which does damage when you collide
  331. Scripted the new enemies:
  332. -Statue
  333. -Ghost
  334. -Eyeball
  335. -Bat
  336. -Slime
  337. Enemies now spawn randomly in rooms
  338. Enemies are stronger further away
  339. Enemies can drop their weapon, keys, or potions
  340. Added a starting screen where you can pick your name
  341. Various backend changes to accommodate some features
  342.  
  343. v 0.29
  344. 2/12/2012 8:08 PM
  345. ----------------------
  346. Switched menu close key from ESC to ENTER.
  347. Added instructions.
  348. Shopkeeper now has stuff.
  349. Chests can have more than one item spawned in them.
  350. Lots of balancing:
  351. -Level curve much steeper
  352. -Monsters have twice health
  353. -CON affects MP regen
  354. -Various things I forget
  355. Broke a ton of stuff.
  356. -Enemies now get weaker as you go further
  357. -You cannot sell stuff?
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