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Untrustedlife

Indie Horror Roguelikes

Month

August 2015

Upgraded to libtcod 1.6.

So today I updated to libtcod 1.6

and I updated my MinGW compiler.

There were some issues compiling libtcod 1.6 at first, so, for anyone who cares, the makefile-mingw  command in libtcod 1.6 was using incorrect keywords, for those who were getting a “Missing separator at line 28” error, but everything is tabbed in as it should be, use this make file instead of the one in the repository:

Download My makefile

There are also errors in the library itself (and I dont feel like going on bitbucket and fixing them on there ) so:

When you compile the debug version it will give you some warnings about radiobuttons, but if you aren’t using the gui version of libtcod, then you can safely ignore those. (Of course you could always jump in and rewrite that bit as-well, I wont bother going into details about that, but its an easy fix regardless)

Also you WILL get this error when compiling the release version:

c:\mingw\include\math.h:635:30: error: ‘_hypot’ was not declared in this scope
{ return (float)(_hypot (x, y)); }

Just change that bit to
{ return (float)(hypot (x, y)); }

Hope that Helps anyone who is trying to compile libtcod 1.6!

Segfault Week And Hunger Clocks

Sorry for not posting a devlog this weekend,I spent the entire week (alongside my other two actual jobs) debugging Roguelegends: Dark Realms like mad, (including the weekend)  it was a strange error, because it was happening on my friends computer but not mine, so I had no real way of recording the error (I have yet to add support for crash logs, but I plan to), so that was “fun”.

Other then that I have recently been putting a-lot of work into the Hunger and Thirst Systems, My game Roguelegends : Dark Realms doesn’t use a standard Hunger system.

The Hunger/Thirst Bars  look like this currently

At Full:

:Hunger

When Dehydrating (Notice the thirst bar goes down at double the speed of the hunger bar:

(when your hunger or thirst bar turns to 0, the bar changes to a dehydration/starving bar respectively, the dehydration and starving bars start at 50 but go down at double the speed of the hunger or thirst bars.

Capture2

When you run out on your “dehydration bar”:

Capture3

It Starts picking at your max health until:

Capture4

The Same Happens when you are Starving To death except Your hunger bar turns to “Starving” and is an amber color.

In a standard roguelike, your hunger bar is hidden, and when you starve to death it is usualy an instant process, in my game I instead went with this:

Hunger-Starving (Strength/2) – lowering your max health, so it takes awhile to starve, but when you do, you have permanent consequences

It works the same for my Thirst bar

Thirst-Dehydration(strength/2)-> lowering max health

If you are both dehydrating and starving you always attack monsters “In vain” because your strength is equal to 0.

Certain Foods Increase both your hunger bar and thirst bar, some more or less then others.

The meat from corpses (which already drop rarely) for example gives food but little to no water, so you HAVE to get off your current level to find water (This prevents players from attacking enemies too long to grind), The hunger bar, is in there to make sure that the player cannot abuse the system on the next level, and it goes back and fourth. It is also interesting to deal with, instead of just eating food all the time, you have to try to manage both food, and water. And it is also easily noticeable. so ~hopefully~ it wont be as confusing as the standard system to new players.They reduce your strength to further prevent grinding to the point where you cannot even attack.

The Maxhealth being reduced, forces the player to deal with the consequences of their actions, without being TOO evil about it (which is why it is gradual and not immediate).

What do you guys think?

Updated My Game Development Page

I have decided to update my game development page with a bit of info from my game development document, for your reading pleasure. And, I finally have a proper name for it!

This week has been busy, things will cool down in one week, and I will be able to work full time on it that week, but University starts back up in about 21 days, so Ill be busy afterwords.

However, I will make sure to do at-least weekly blog posts on its development and the principals behind its development.

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