AIGameDev conference was great. I didn't find any time during my stay in Vienna to look into Dragontorc, but during weekend I managed to do few things, so here we go with the changes:
- fixed bug with loading bitmaps (vala's "private set, public get" is messed up for structs, I should report that)
- fixed lots of AI BASIC issues:
- fixed loading expressions
- fixed loading "wait" command
- fixed "or" operator
- fixed "offset" for movement command
- extended debug info that goes to log
- fixed incorrect usage of Unique Event Groups (bug allowed to unlock chest with any key)
- fixed using rating rule instead of rating for default query element
- added default movement style
- added default reference for library solvers
- fixed overlapping objects check
- fixed stats (gee's strange issue - it may only store int as value of map, it won't work with float but if you encode float as int (value of pointer to float pointing at int and vice versa), it of course works fine thanks to vala compiling to C)
- objects may be killed/destroyed (and fixed some bugs related to it)
And last thing means that both player and enemies may be killed now - I killed few wisps with missiles/firebolts and they killed me with just going through me for some long time.
With next Milestone (I am just that small bit (that grows into more small bits) from finishing this one! More time I will spend on getting graphics from original Dragontorc, even if it is just temporary graphics) I will give numbers to Weekly updates and I will provide some video more often.