September 16th, 2016: Runestar devlog 16/9/16: back in gear
Posted by Gravecat at 12:53 pm under Game Dev, Runestar. Comment?

Game version: 0.35.0d (pre-alpha)
Lines of C++ code: 13,655 (+420 — see below)
Lines of JSON data: 7,076 (+80 — see below)

We’re back! After a fairly lengthy hiatus, I’ve recently started work on Runestar again, and there’s been a hell of a lot of progress since my last blog post. One of the most significant changes to happen since the last update on this site was a fairly huge code revamp, where I gutted and replaced thousands of lines of old code in a fairly massive revamp to completely change the control system and interface to the game. This accounts for the relatively small amount of gain on lines of C++ code and JSON data — there’s been a huge amount removed, and a similarly huge amount added in return.

In a nutshell, I’ve completely ditched the old command-based input system — where you’d interact with the game in the manner of an oldschool text adventure, with commands like GO NORTH and KILL DRAGON. Instead, it’s now entirely based on roguelike-esque keyboard commands, which are 100% customizable via an in-game keybinding screen. The old text parser was a huge part of the code and digging it all out was a fairly sizeable job, but I feel the game definitely benefits from the upgrade.

I’ll try to sum up the major changes since the last post:

  • [0.28.1b] As mentioned in the last blog post, the game’s save files are now a great deal more robust and with very few exceptions, older saves can now work properly with newer builds of the game. This is only the case for saved games created in 0.28.1b and onward. There’s also a pretty cool loading screen now.
  • [0.29.0a] Added a character creation screen, where you can choose a gender and initial archetype of your character, which determines skill bonuses and starting equipment. There are still no “classes” per se; one character can learn any skill given enough practice.
  • [0.29.8a] Added a status command (now key) to display vital information about the player character.
  • [0.29.9a] Added hand-to-hand weapons which use the unarmed skill, for players who want to go the monk/martial artist combat route.
  • [0.30.1a] Added a proper options screen where you can set screen resolution and other game options, without having to manually edit a file by hand to change settings.
  • [0.30.2a] Added a keybind screen where you can reconfigure (almost) any of the keys used in the game.
  • [0.32.0a] Implemented a menu-based inventory system to replace the terrible old inventory management.
  • [0.32.13a] Greatly improved looting items from corpses, so now you can choose individual items and/or loot everything at once.
  • [0.32.25b] This is the point where the old command-based parser has been completely removed, and replaced entirely by keypress/menu-based controls.
  • [0.32.27a] Added a pause key, to pause the action without having to open a menu.
  • [0.32.29a] Added functionality for some mini-map rooms to be colour-coded, making it easier to identify locations such as shops and water sources.
  • [0.33.0a] Added a new fast-travel system where the player can teleport between special, previously-visited nexus rooms.
  • [0.34.0a] Rooms now have varying light levels based on time, weather, and other factors, which affects the success chance of sneaking.
  • [0.34.1a] Fully dark rooms are now supported, where the player cannot see items or enemies nearby, but can still attempt to fight.
  • [0.35.0a] Added equippable light sources such as lanterns and torches, which can be held by both the player and NPCs, and affect the light level of the surrounding area.

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