Still here...
I haven't posted for a couple of days, because I've been totally unable to work on the game. Real life can be absorbing! I hope that this week will be less frantic, and I'll be able to report some progress soon...
This is the development diary of the roguelike game Quest: a quite simple game written in Python, mainly for learning purposes.
I haven't posted for a couple of days, because I've been totally unable to work on the game. Real life can be absorbing! I hope that this week will be less frantic, and I'll be able to report some progress soon...
Ok, I haven't had much time to do anything this week - crazy week at work. Still, a couple of features have gone in these last few days:
Well, in the end I did have time to polish it out before the weekend was over. The bugs have been solved, and I'm very happy I made it in time, since next week will be crazy and I doubt I'll be able to work on Quest at all.

Even though I did finally decide to make a 0.1.2 release this weekend, I doubt it will happen. I have a couple of nasty bugs I can't allow in the release, and trying to fix them has made it impossible to work on the other two necessary things for a release: re-writing the documentation, and making a Mac port.
So, besides some more bug-fixing, two little new features put in today:
Well, the answer to my problem seems to come from an unexpected place: threading! I'll try to explain briefly:
Some of the improvements I mentioned yesterday are fixed for the next version : portals now behave properly, and light sources don't light up walls when you're on the other side of the wall.
Although I haven't had much time to work on the game for the past few days, I have fixed several ugly things that shouldn't have been there, so the next release is nicer: allowing Backspace to delete characters when entering strings (this was working with curses, but the port to SDL broke it), and more importantly (I'm very glad this works now): light sources now update correctly when a door opens or closes.
Well, I managed to get the windows binary working, yay! There is absolutely nothing new in this version except the fact that now the game is a graphical window (with ascii graphics, of course), and that there is a separate, binary windows port so windows users don't need python to play the game.


Well, a few pieces of good news this time: