May 7th, 2016: Runestar devlog 7/5/16: current state of affairs
Posted by Gravecat at 7:36 pm under Game Dev, Runestar. Comment?

Game version: 0.20.10d (pre-alpha)
Lines of C++ code: 9,113
Lines of JSON data: 2,004

Rather than try to summarize every change that’s happened so far, I’m going to go over the current list of features in the game, before I cover the last few days’ development.

Runestar is what I’d describe as a single-player MUD, though some elements of the gameplay will derive from the more familiar roguelike genre. Fortunately for me, a lot of the base and frankly boring parts of development are out of the way — a rather chunky, custom system for handling graphics on top of SDL with pseudo-ASCII graphical tiles (my system allows me to treat them more like text than individual sprites), basic framework for rooms, movement, items, inventories (including NPCs inventories and item weight), roaming NPCs and monsters (known in MUDs as mobiles, or mobs for short), a very basic equipment system that currently only supports using weapons, a core combat framework which works well enough but will be fleshed out a great deal later, and an XP/skill system which allows the player (and NPCs!) to improve in skill by, well, using skills. The user interface itself allows the player to type commands, along with keys to scroll through the history window, recall the last command entered, and more.

A good start, overall. But the last few days of development have improved things greatly, adding a lot more features: the drop-down HUD (can be toggled with the tab key) containing an automapper, character stats (currently: mind and armour are not implemented), a little box of possible status effects (more on this below) and a weather and time indicator. That’s right, I’ve brought the venerable old weather and time code over from my previous project and polished it up, allowing both the weather and time of day to affect the temperature of the area and the odds of the player character getting drenched or drying off.

I’ve also added hunger/thirst (as well as edible food objects and water containers that can be quaffed), hypothermia when the player is far too cold for too long, fixed the code a little so that it compiles happily on Linux, fixed the death system which was previously not working properly at all, started work on improving the NPCs to be less generic and more like individual named characters, and finally the biggest improvement of all — sound! The title screen has a funky chiptune, combat now has a variety of sounds depending on the weapons and the NPCs/enemies involved, doors creak open and closed, thunder and rain are now audible, and… well, you get the idea.

Progress is good, and I’m very excited about how this project is going to turn out! 🙂


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