Friday, February 5, 2010

Analyze THIS

So I finally finally found a lines-of-code (LOC) counter (by which I mean, I finally looked). And the results were a little surprising.
Turns out that, overall, Rouge has roughly 2500 lines of code. Woo. So far, the biggest thing I've ever written. And yet, compared with giants like ADOM, still barely even weighing in at fetal.

Speaking of Rouge, let's talk. So around, what, three months ago was it was the last time I mentioned anything about how it's going? Yeah, around there. Yeesh.
As far as my to-do list from then goes... we'll let's just go through each item

More monsters than just goblins (trivial, enemies already loaded from data file)
Yep, it was trivial. Making those enemies interesting, on the other hand, will be significantly less so. Making them level up properly is a relatively easy thing to do, but I'm putting it off for now because other stuff is more "hey guys" in-my-face.

Menus: class choosing (on levelup, when starting a character), race choosing
Yep. Talked about it a bit a few posts back. Not too terribly done I say now (but will bemoan it within two months). I've actually spent a pretty good amount of time making the menus shinier, so the plus/minus-es stats give you are now color-coded for your convenience. And because it's pretty? Doing so in a non-head-explodey way made me improve some basic-er systems, so it'll be easier to expand upon similarly-veined stuff in the future

Enemies attack you as well (trivial)
Here's actually where my biggest issue is, the thing that's technically the easiest to do. While I COULD add the four-or-so lines of code necessary to make this work (one/two for "attack main character" and threeish for handling potentially dying), I've been not doing so because it would make the proto-game I have now completely unfun. At present, there would be exactly zero chance of surviving more than three enemies, because of how my placeholder attacking algorithm works, because there's not too much of a strength difference between a 1st level monster and a 1st level player, because there's no way to restore lost health, and because there's no items to give a player competitive advantage.


Levelup capabilities
Easily done what with the whole menu-system THING; still have to program new-class unlocking, but right now my focus is more on the item system

Respawning, dynamically generated enemies
Dynamically-generated enemies is done, haven't made 'em respawn yet. Not too terribly difficult, but not going to do it now.

So, version-wise, where are we at? Currently, I'm skirting around making the item system. It's the next major thing I need to do to make this at all playable, because as it stands now the game is a nearly-realized engine. Which is pretty much saying it's almost to the point where it's almost-a-game. So it's around v0.0.9. When I put some basic items in, like a basic sword and piece of armor, then I'll turn on enemies attacking, and then I'll call it v0.1.
And maybe then I'll post some fucking screenshots or something.

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