Quest, the roguelike game

This is the development diary of the roguelike game Quest: a quite simple game written in Python, mainly for learning purposes.

Tuesday, January 10, 2006

Slow, steady progress

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.

I still am working on faster LOS calculation, and will probably cache as many calculations as I can to speed things up, since I don't think I can make it really fast and accurate at the same time -- we'll see.

And I see no easy fix for Dvorak keyboard issues until I make a proper keyboard-mapping tool that lets the user customize command keys, but I'll keep looking into it.

Next on the list is the LOS, that's very important. After that, probably making monsters a little bit smarter by giving them a memory, and adding some sort of "scent" so that they can find the player (or another monster) if they stumble on their previous path. And combined with that, stealth - which should make hobbits a little less underpowered. There are still more things I have planned before a release - modules with actual fame requirements (both min and max fame), and modules that require a previous module to have been won...and more things, but I'll list them as they get added or at least worked on!

All in all, slow but steady - the only things that still nag at me are LOS and also the constant fear of the game becoming too slow.

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