7DRL starts on 8 March

Posted in Uncategorized with tags on February 1, 2014 by dommillar

From a post by Jeff Lait – here is the information on this years 7DRL

1) Any time on March 8th or March 16th (as measured in your time 
zone), register on http://7drl.roguetemple.com 
2) Write a roguelike. 
3) After 168 hours, if you have completed a playable roguelike, add your 
download link to 7drl.roguetemple.com!  If not, set your status 
to failed and we will all commiserate and agree that given a few 
scant more hours, it could have been great.

Slight change of plans…

Posted in Uncategorized with tags on February 1, 2014 by dommillar

Ok so if you unfortunate enough to follow this blog you have been seriously disappointed by the lack of progress in the games development and that’s a fair thing. The last year has not been a lot of progress for my proposed game and since completing the University course (when I built the prototype) – its hasn’t gone very far. The app was in a good enough state for good grade but I always had a few concerns about the quality of the game and the fact that I prototyped so much to complete it for University.

So a year or so down the track I start another year thinking can I get this idea to fruition as an iPhone game in the near future. Probably thinking that it still not going to happen in the next few months.

So the change of plans for DungeonBard…

So I always felt that I would be making a HTML5 version of the game. I just thought that I would get the iOS version out first.So the change of plans is that I have just decided to push ahead with this and am planning on building  a HTML5/JS version for of DungeonBard for the upcoming 7 day rogue like challenge http://7drl.org .  You might ask why? To be honest the main reason to set a deadline that can’t be moved. To set a target that I will move heaven and earth to meet. Yes I could try for a iPhone game in 7 days but thinking realistically I will stuggle to build anything significant in iOS in 7 days. HTML5/JS is another story. Not saying I am a genius HTML5/JS developer but have used some cool frameworks and built a JS game for last years 7DRL.

So now the planning begins and hopefully like last year and can produce a successful 7DRL. This blog will be my primary source of information/progress so stay tuned and hopefully this time we will get the first version of DungeonBard off the ground.

Dom

Welcome back world!!!

Posted in Uncategorized on June 6, 2013 by dommillar

So the last few months have been rather slow on the dungeonbard front. Have been very busy with a new job and not a lot complete on te game. Also, a pretty significant decision has occurred in the last few months and that is to start using Cocos2D instead of my hand made rendering engine which although looked ok for a prototype was way too clunky for a polished game so I have made a pretty straight forward decision to move to a well worn graphics engine for iOS. Anyway thats enough from me, there’s code to write and songs to sing. More news soon…

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

Merry Xmas from dungeonbard

Posted in Uncategorized on December 27, 2012 by dommillar

Having a nice break but keen to restart the engines of development. Hoping everyone has had a great Christmas.

Cheers
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*

Current bug list

Posted in buglist, bugs, Roguelike Project Issues with tags , on November 26, 2012 by dommillar

Ok so there are a few non-bugs in here (maybe this should just be called a get it done list) anyway 10 dec is not very far away so this list needs to start to get a bit smaller pronto – please ignore CAP issues!!!

Current Bugs/Issues

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

Music to be killed when we leave the game

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

Name is hardcoded for display in main controller

displays nulls for the tiles – when clicking on a tile it does not show any description just null

no door displayed on level 1 and below – getting stuck on level 1

potions appearing in the middle of walls

fix the story so far text …does not reflect the current game or the user doco

swipe code does nothing for other functions

CODE TO PICK UP WHATS BEEN WALKED AND TOUCHED

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

Display a message when picking up 5th item

Can start in a wall

make sure the bow attack code works

make sure the boss has better attacks

Add 1 more bard allow him to be selected from start

Hardcopy rubbish in the getImageFromRow method

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

Document all current rules in User Documentation as user doco is way out of date