Archive for the Roguelike Category

Final straight for dungeonbard v1.0

Posted in Roguelike, screenshot on January 5, 2013 by dommillar

Working on the final set of tasks to complete dungeonbard – ok there’s still a few to go but tonight should at least allow me to complete a number of major tasks.

Also screenshot from last weeks screenshot saturday:http://screenshotsaturday.com/week113.html  no 90 is dungeon bard

I have also used this as an incentive to enter the game in the #1GAM comp – so lets see if I can get this game complete for this first month of dev. Keep an eye on dungeonbard at http://www.onegameamonth.com/dungeonbard

Another big nite o code

Posted in Developer Diary, iPhone Roguelike Development, Roguelike, Roguelike Project Issues on December 11, 2012 by dommillar

Another big night completing the rest of the XMLafication of the dungeonbarx where I remove any old hardcoded rubbish and replace by inflating the object with XML data on initialisation.

Last night victory of code

Posted in Developer Diary, iPhone development (General), iPhone Roguelike Development, Roguelike on December 11, 2012 by dommillar

A great night last night working late but implemented quite a cool pattern for loading XML files to inflate various objects including creatures (and their conversations) items and other game objects. This is big as it removes all the hardcoded constants that make the code very hard to maintain. It means I am very close to the state of development I have been striving for ( no not completion although that’s coming too : ) ). That state is what I call “content”.

This means I am close to the point where’s the engine is done and all we need to do is fill out the content and tweak/tighten the game.

Time to get the project back on track

Posted in Roguelike, Roguelike Project Issues on December 10, 2012 by dommillar

fairly quiet couple of weeks as busy with work and now settling a little time to get this little project back on track.  Excited by having a bit more time although expect the nightime missions will start to become more constant as I get this app ready for the appstore – but hey thats life in the indie world!!

Currenltly experimenting with some cool XML options to allow most of the creatures, objects and other cool items to be loaded from xml files and tying this in with the current PCG (Procedural Content Generation) codebase.

Back soon!!!!

 

Current bug List

Posted in buglist, bugs, iPhone Roguelike Development, Roguelike with tags , , , , on November 29, 2012 by dommillar

Ok so this is quite late but quite a few things sorted

Current Bugs/Issues

===================

Bug when we leave drop and use weapons – animations not being displayed

  • no door displayed on level 1 and below – getting stuck on level 1 – need all the doors to be added to the dungeon
  • CODE TO PICK UP WHATS BEEN WALKED AND TOUCHED  – this applies to touching walls
  • Start intro music on main game screen only kill it when we start the actual game – so just a pass areference to it to the game controller and check it there
  • make sure the bow attack code works
  • make sure the boss has better attacks
  • Remove all hardcopy strings and numbers to the constant class
  • In the other town rooms there are no images of real people can we add them*
  • add a dungeon link from a castle or building in town ie. Dungeon in Castle*
  • Remove old song code*

Powerpoint presentation on dungeonbard I gave a few days ago at University

Posted in Presentation, Roguelike on September 14, 2012 by dommillar

Presentation I gave at University a few days ago for dungeon bard

DungeonBardPresentation1

Diary of the bad budding indie Dev

Posted in Developer Diary, iPhone development (General), Roguelike on September 14, 2012 by dommillar

Ok I have been bad this week very bad – lots of stuff done including uni presentation , major achievement in the code got the main game mechanic and a lot of doco but I have been quiet on the blog. I will try to update the feature set list later tonight and see if I can get the presentation up. I have roughly a month to go before assignment is due do still lots to do

Latest screenshot on screenshotsaturday.com

Posted in iPhone Roguelike Development, Roguelike, screenshot on September 2, 2012 by dommillar

number 96 from this weeks screenshotsaturday

http://screenshotsaturday.com

number 96  and its week 96 as well!!!!

First Screenshot – DungeonBard (more to come…)

Posted in iPhone development (General), iPhone Roguelike Development, Roguelike with tags , , on August 30, 2012 by dommillar
Dungeon Bard first screen shot

Dungeon Bard first screen shot – so this is what happens when you select a skeleton who you are not attacking – so it displays the details of the creature you can see in the top text box.Obviously more to go on that front.

Big thanks to Reiner “Tiles” Prokein  for the wonderful tiles I am using !!!

Diary of a budding iPhone indie developer : day 1

Posted in Developer Diary, iPhone development (General), iPhone Roguelike Development, Roguelike, Roguelike Project Issues with tags , , , on August 14, 2012 by dommillar

The following posts are the daily diary I will maintain throughout this project. The project is a University assignment for my Masters Degree for an iPhone game called DungeonBard and I have decided to keep a diary of the adventures.

So i have completed a basic prototype of a game. I mean really basic,but it works and its sort of fun in a simplistic retro way. It’s been an interesting few weeks that started out with the usual frustrations of a C# developer starting to work with X-Code and objective C. It’s an experience that is often bemoaned by the .NET developer trying to work in Xcode who ofter refer to the experience as painful and as a “step backwards”. Its an interesting experience and having felt like that in the past with previous unsuccessful attempts with XCode dating back to 2009 – I was a bit concerned. Several days in though things changed. My ability to add functionality  to my app and built a simple roguelike came much quicker than I thought it would. Suddenly the semantic issues I had previously struggled with just went away. It just clicked. It just sort of became easier.

I think in truth it had a lot to do with the fact that for the first time I was actually coding in XCode during the day and not trying to squeeze a few hours into a busy weeknight, when I am usually tired and not really able to give 100%. It became fun as well and this probably had a lot to do with the fact that I was building a game.

So today is significant – the prototype though basic works. Like a classic Roguelike you can move your character around the screen or dungeon using NSEW buttons placed on the screen.

At the moment the prototype is very simple but its demonstrated the fundamentals of the game – its the proof of concept and from experience its a really important milestone in any development project. So with this milestone completed I start the serious work of trying to complete this game by early october for UNI but also I am hoping to get this up on the App store.