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- ONE LEVEL GITD
- Game Development Log
- All timestamps in EST
- =====================
- ----BEGIN DAY 1 OF DEVELOPMENT----
- 2/4/2012 1:37 AM
- v -1.0
- ---------------------
- Began work on the game. Nothing but FlashDevelop and an empty Main file
- 2/4/2012 2:14 AM
- v 0.00
- ---------------------
- I made some tilesets to work with. Nothing fancy. Just walls and floors. I made two sets, one of wood and one of stone.
- 2/4/2012 3:29 AM
- v 0.01
- ---------------------
- Imported some util classes that I might need: Screen, PixMap, Spritesheet, IntRect, MathUtils.
- Added some classes to handle dungeon rooms and connecting them to each other.
- Got a single dungeon room rendering to the screen. (walls and floor)
- Swapping out the theme of a room is as easy as a changing a variable.
- 2/4/2012 4:16 AM
- v0.02
- ---------------------
- Multiple rooms will now render, though the logic to connect them with 'passageways' has not yet been implemented.
- Opposite walls are now mirrors of each other, rather than the same sprite.
- -----END DAY 1 OF DEVELOPMENT-----
- -----2:39 SPENT WORKING TODAY-----
- -----2:39 SPENT WORKING TOTAL-----
- ----BEGIN DAY 2 OF DEVELOPMENT----
- 2/4/2012 4:16 PM
- 2/4/2012 6:16 PM
- v 0.03
- ---------------------
- Rooms now connect
- Modified the tilesheet and RoomType format to contain 'end' walls (connected only on 1 side) in case I need them in the future.
- 2/4/2012 9:25 PM
- v 0.04
- ---------------------
- Imported KeyManager and MouseManager class.
- I have a character walking around the rooms. Collision on the threshold between rooms was more difficult than I expected.
- 2/4/2012 9:41 PM
- v 0.05
- ---------------------
- Added functionality for optional 'leniency' around small passageways so they're easier to get into without pixel-perfection.
- 2/4/2012 10:33 PM
- v 0.06
- ---------------------
- Created a sprite of a wizard for my player. Entity-sprites will be 8-directional.
- Took a break until 2/4/2012 11:13 PM
- 2/5/2012 2:02 AM
- v 0.07
- ---------------------
- Added a weapon system. All attacks count as 'weapons' (magic, swords, throwing knives).
- Made a weapon (fireball).
- Shot the weapon all over the place.
- Fixed all the horrible glitches with the weapon.
- Shot the weapon some more.
- 2/5/2012 2:36 AM
- v 0.08
- ---------------------
- Added charging/recovery for weapon firing.
- Charging your attack and recovering from attacking will slow you for a period of time.
- Fireball now charges over the player's head.
- Added WASD movement.
- 2/5/2012 3:11 AM
- v 0.08
- ---------------------
- Fixed some really annoying alignment bugs.
- If there is a wall above you, the fireball will spawn where you are instead so it doesn't instantly explode.
- -----END DAY 2 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 3 OF DEVELOPMENT----
- 2/6/2012 1:18 AM
- 2/6/2012 1:37 AM
- v 0.08
- ----------------------
- Made a goblin sprite
- 2/6/2012 4:21 AM
- v 0.09
- ----------------------
- Made a sword weapon
- Began work an an awesome AI system I came up with.
- -----END DAY 3 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 5 OF DEVELOPMENT----
- 2/8/2012 2:53 AM
- 2/8/2012 5:05 AM
- v 0.10
- ----------------------
- 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.
- Added some more AI functionality.
- 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.
- Added some kind of crazy shockwave spell that shoots like 200 blasts of air. It's crazy.
- Experimented with some collision between entities.
- Fixed some obscure bugs that caused entities to glitch into a frozen state
- 2/8/2012 5:05 AM
- v 0.11
- ----------------------
- Goblins can die
- Added doors. They block the passageway between two areas.
- Fireballs explode bigger (to facilitate more goblin deaths)
- Added some stats. They don't do anything yet.
- -----END DAY 5 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 6 OF DEVELOPMENT----
- 2/8/2012 10:18 PM
- 2/9/2012 2:18 AM
- v 0.12
- ----------------------
- Added a HUD
- Added all kinds of new stats
- Collisions fixed to work cross-room
- Distance-checking now works cross-room
- Added some new AI behaviors
- Fixed the pathfinding so that entities would walk straight through passageways, rather than going through the very center of the passageway every time
- 2/9/2012 3:18 AM
- v 0.13
- ----------------------
- Added inventory section to the HUD
- 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)
- 2/9/2012 4:03 AM
- v 0.14
- ----------------------
- Made inventory graphics for fireball, sword, shockwave.
- The inventory properly displays items in it. Now I need to make some kind of interface for managing it.
- You will no longer shoot if you click within the HUD.
- 2/9/2012 4:13 AM
- v 0.15
- ----------------------
- Items can now be equipped from the inventory by clicking.
- 2/9/2012 6:04 AM
- v 0.16
- ----------------------
- Added a highlight for equipped weapon in inventory.
- Mana cost is now a thing.
- Added keys. Single-use item that opens a door you're touching.
- Added health potions and mana potions.
- Adjusted AI pathfinding so that it doesn't try to go through closed doors.
- Implemented chests
- Drew 4 sprites for chests (Bronze, Silver, Gold, Magic)
- 2/9/2012 6:22 AM
- v 0.1760
- ----------------------
- Shockwave and Sword now hurt enemies.
- You can now deposit items into chests.
- -----END DAY 6 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 7 OF DEVELOPMENT----
- 2/9/2012 1:25 PM
- v 0.18
- 2/98/2012 4:58 PM
- ----------------------
- If you place an equipped item in a chest it will unequip.
- Added weapon bonus functionality. Weapons have an 'upgrade level', and can have unique enhancements applied to them.
- 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)
- Added item description box for inventory mouseover and chest screen.
- Took a break/did classes until 2/10/2012 12:33 AM
- v 0.19
- 2/10/2012 2:01 AM
- ----------------------
- Goblins circle around the player, and now back away if you get too close.
- You can now die. You return to the home room and lose half of your gold.
- The game will now pause when you mouse out of the screen.
- v 0.20
- 2/10/2012 5:27 AM
- ----------------------
- Functionality is set up to make sure that added rooms can fit in their designated areas.
- Dungeon now randomly generates rooms in realtime.
- Room spawning can be biased to favor closer or further rooms.
- v 0.21
- 2/10/2012 5:42 AM
- ----------------------
- Empty chests spawn in some rooms.
- Goblins will only notice you a limited distance away. They'll just idle if you're too far.
- v 0.21
- 2/10/2012 6:51 AM
- ----------------------
- Added signs.
- Added vendors. They currently don't sell anything and are basically the same as chests.
- Added some more details to what the item details text displays. (speed for weapons, value for everything)
- -----END DAY 7 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 8 OF DEVELOPMENT----
- 2/11/2012 1:17 AM
- v 0.22
- 2/11/2012 2:47 AM
- ----------------------
- Vendors can now buy and sell items.
- You can now gain experience and level up.
- Level up menu built for applying stat points.
- v 0.23
- 2/11/2012 4:06 AM
- ----------------------
- Rooms are now generated in connected sections instead of one at a time.
- 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.
- Both INT and WIS affect max mana.
- v 0.24
- 2/11/2012 4:49 AM
- ----------------------
- Items can now exist in the world. You can pick them up.
- Enemies can now drop items if they're given any.
- -----END DAY 8 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 9 OF DEVELOPMENT----
- 2/11/2012 1:42 PM
- v 0.24a
- 2/11/2012 4:01 PM
- ----------------------
- Refactored all code into folders in preparation for content blitz.
- Cleaned up import statements in my code.
- v 0.24b
- 2/11/2012 4:58 PM
- ----------------------
- Cleaned up projectile code.
- v 0.25
- 2/11/2012 1:49 AM
- ----------------------
- Added 5 weapons
- -IceSpray
- -Bow
- -Volcano
- -Zapper
- -Web Shot
- v 0.26
- 2/12/2012 3:44 AM
- ----------------------
- Added Skeleton w/ bow
- Optimized rendering to cull off-screen rooms
- Unexplored rooms aren't shown. (you can still see the doorway to them)
- Optimized chunk generation
- v 0.27
- 2/12/2012 6:18 AM
- ----------------------
- Added a minotaur. Once it sees you, it will lock on and chase you forever.
- Added axe. (Because what kind of minotaur doesn't have an axe? A lame one, that's what.)
- Adjusted entity display to show the up/down/left/right sprites if moving close to an orthogonal angle.
- You don't have to be at the center of a passageway to open a door in the passageway.
- Drew sprites for 5 new monsters
- -----END DAY 8 OF DEVELOPMENT-----
- -----???? SPENT WORKING TODAY-----
- -----???? SPENT WORKING TOTAL-----
- ----BEGIN DAY 10 OF DEVELOPMENT----
- 2/11/2012 1:42 PM
- v 0.28
- 2/12/2012 5:46 PM
- ----------------------
- Added an inventory graphic for the Axe
- Added a new weapon: ParaBlast
- Added 'body damage' weapon, which does damage when you collide
- Scripted the new enemies:
- -Statue
- -Ghost
- -Eyeball
- -Bat
- -Slime
- Enemies now spawn randomly in rooms
- Enemies are stronger further away
- Enemies can drop their weapon, keys, or potions
- Added a starting screen where you can pick your name
- Various backend changes to accommodate some features
- v 0.29
- 2/12/2012 8:08 PM
- ----------------------
- Switched menu close key from ESC to ENTER.
- Added instructions.
- Shopkeeper now has stuff.
- Chests can have more than one item spawned in them.
- Lots of balancing:
- -Level curve much steeper
- -Monsters have twice health
- -CON affects MP regen
- -Various things I forget
- Broke a ton of stuff.
- -Enemies now get weaker as you go further
- -You cannot sell stuff?
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