I am so sorry for making you all wait this long. It's been like twenty days since the last update. I am also sad to mention that most of the new stuff I did will be rather non-obvious. That's because like 90% of what I did is internal rewrites of code that I made back when I was just starting this project. I've obviously gotten quite a bit of experience in the past few months, that I just plain didn't have then. So my old code was a nightmare to work with. So I rewrote most of it. That's what's been taking so long. I should be able to do new stuff faster from now on, though. So, I couldn't have an update made of nothing new for the player. So I had to make something new for the player. Namely, a bunch of new potions. Not just healing potions anymore. I also started to add a bunch of amulets, but writing the code for wearing them and having long-lasting intrinsic buffs would take even longer. So I finished this up and released it. There's also another reason this took a little longer than normal.
Stomach virus. I was feeling it coming on one night. Next, I was utterly bedridden. I literally slept all day after a bit of morning chaos. The next day wasn't much better. I was a little more wakeful, but I sure didn't want to be awake for that crippling headache. I laid and did nothing. Next day was starting to get better. Still a headache threatening, but it was easing off. Didn't want to aggravate it with a bunch of programming. Then, I finally started feeling better. Tip for you all - never interact with anyone who interacts with people if you're trying to finish something important.
So, I expect this update to be buggy as a cheap motel. (Huh, unexpected double point there - bug as in insects and bug as in spying.) I rewrote a lot. Like, pretty much everything, I chopped apart and stuck back together. The last two days were debugging to get the thing working again. At first it didn't compile at all, then it did but crashed on the first step, then it crashed randomly, then the inventory menu was borked... Finally, I didn't notice many immediate problems. Doors are still a bit weird visually with the way they open. Breaking down potions is being a little weird too, acting like the whole thing is water. And I have no idea how much I broke in the save and load area. Seemed okay at the time.
Next week, I'm going to work on anything I may have broken with this update, as well as get money and shops working. Or perhaps I'll get those amulets working. And this time, I really do mean next week - barring something like power outage, I'm going to keep that promise of four fast updates.
A roguelike game inspired by the complexity of Dwarf Fortress, Adventurer seeks to provide a deep level of detail to an Adventurer in a setting more like Nethack. Realistic combat, an item crafting system, and a general attitude of improvising what you can out of what you have in order to overcome the challenges of the dungeon; that's what I'm trying to do with this. You can find the project at: http://code.google.com/p/adventurerroguelike
Wednesday, February 9, 2011
Adventurer 0.0.2.6 - Potions and Internal Stuff
Labels:
adventurer,
c#,
code,
cross-platform,
donationware,
free,
freeware,
game,
project,
roguelike,
rpg
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Hey man, don't worry about it. You update with more speed and regularity than a prominent chunk of rogue-likes out there. Taking a few weeks to get your code back tiptop sounds like a damn good use of an update to me, especially if it makes future updates smoother for ya.
ReplyDeleteWrong url on the link, m8y
ReplyDeletehttp://code.google.com/p/adventurerroguelike/downloads/detail?name=Adventurer%200_0_2_6.zip
ReplyDeleteWhoops on the link. I really should click all the links myself to make sure they work. Fixed.
ReplyDelete