Sunday, July 15, 2018

Week 8 -- Animation and Controls

Week 8 -- Animation and Controls

  • Rewriting animation handling
  • Avatar (controls and animations)
  • Inventory

Even the simplest thing can turn out to be a big time drain.
I encountered mismatches in the mapping for sprites and their actual position in the files before and assumed that some change from version to version. Apparently, they changed the file layout and compression mid-development and added a lookup table to remap sprite packs and files to how they (presumably) were originally. I’m glad it cost me only a day of manually jumping around in tables and I didn’t end up with more work than necessary.
Seeing the wizard casually paddle out of bounds on his barrel is more than worth it though.


The inventory is almost done (except for using items of course). Either text rendering needs to be refactored so it can be used outside of dialogs or rewrite the inventory so it fits the structure of a dialog. I will update the GIF tomorrow once it's fixed.

Next

  • Update viewport camera to follow wizard
  • Render static objects (chests, torches, …)
  • Collision detection
  • Interaction with objects (pick up items from bodies, chests, …)

Sunday, July 8, 2018

Week 7 -- Passwords and Plubming

Week 7 -- Passwords and Plubming

The dialog implementation is now in a good state with all 199 dialog texts refactored, icons being rendered at where they should, the password interface and exit dialog working, and most bugs that kept annoying me out of the way.
Also map rendering is now clipped to the viewport, the foundation for level loading stands, and I ripped out the old animation system and with it parts of how resources are loaded/stored to rewrite it closer to the original and thus making my life easier down the road.

Passwords are called ‘certificates’ in the game, so don’t be surprised when I use those terms interchangeably. While the input dialog works when selected ‘no’ on the new game screen, there are a few inconsistencies with decoding the password so it hasn’t been implemented yet.
It encodes values in hexadecimal, has a length of 13, and stores the following values:

pos description
0 - 3 checksum value
4 hit points
5 game level
6 - 7 game flags (low/hi)
8 slash speed
9 - 10 inventory items (bitfield)
11 - 12 gold

Next

After losing a bunch of work last week I reimplemented enough for working on the first level. The plan is to have our wizard moving around and static object animations like torch flames working so Mordamir can finally leap from his candle.

Sunday, July 1, 2018

Week 6 -- What are backups again?

Week 6 -- What are backups again?

No pretty pictures this week. Due to technical failure and mistakes on my part, a good chunk of my work resides in data nirvana now. Guess that’s why you shouldn’t mess with a running system too much and do backups…

All rooms, and objects for the first level are in and need to be included in the renderer.
In the coming days I will post an update on the situtation and how I plan to make up for the wasted days.