DIS Blog
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Re: DIS Blog
Yeah, screenshots and a description of the game itself (similar to how Wolfire posts an Overgrowth summary with every alpha) for those who have not followed the blog.
Re: DIS Blog
Right now it's just an ASCII menu because only 2 people work on it and whatnot.
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Re: DIS Blog
Eh...I don't think you're getting the point...
Re: DIS Blog
You mean the big plan for it? Sorry, English isn't my main language.
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Re: DIS Blog
no i think he means that we want screen shots of all developmental stages, so that people like me who only check development blogs every now and then can see where you are in the project
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Re: DIS Blog
Dwarf Fortress influences much?
Good start, though in my opinion, I would start with gameplay or features in general and then work on the menu once you have a need for it.
Good start, though in my opinion, I would start with gameplay or features in general and then work on the menu once you have a need for it.
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Re: DIS Blog
No, just text based RPG influences. Even Angband, Akalabeth and the earlier Ultima games started in that way, or some way very similar to it.TheBigCheese wrote:Dwarf Fortress influences much?
It's debatable. Menus are relatively simple and you can easily check to make sure your application will run by creating one. Also, seeing as it has an online component, it could be beneficial to do some sort of menu first, as getting to the gameplay could be rather difficult without it.TheBigCheese wrote:Good start, though in my opinion, I would start with gameplay or features in general and then work on the menu once you have a need for it.
Also, I'd like to ask, what language is this done in?
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Re: DIS Blog
I meant the references to Toady and Scamps. http://df.magmawiki.com/index.php/ScampsBlorx wrote:No, just text based RPG influences. Even Angband, Akalabeth and the earlier Ultima games started in that way, or some way very similar to it.
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Re: DIS Blog
Ah, lol. I totally missed that.
Re: DIS Blog
The menu is pretty much first because I need to get window on the screen, OpenGL running, keyboard input and a basic state system that's usable enough to be able to manage a workflow.
Running in WINE from 20/12/09. That was my first test for keyboard and getting stuff running. It also had the problem of mapping tiles to characters so drawText() would work.
Above is an old render layout, below is the current one.
It's just a huge testing ground to get things to work instead of having to scrap stuff halfway through.
Running in WINE from 20/12/09. That was my first test for keyboard and getting stuff running. It also had the problem of mapping tiles to characters so drawText() would work.
Above is an old render layout, below is the current one.
It's just a huge testing ground to get things to work instead of having to scrap stuff halfway through.