During last week I did almost everything I planned. "Almost" because I forgot to do something. And it turned out that I forgot about it, when I started to test everything. On Saturday I finally took two weeks worth of coding and tried to compile it. And after some time (mind, not that long) I started to test stuff and run into two crashes that were related to consequences of tested code, which means that new code was working just fine and the old one was broken because of two assumptions that I made earlier.
So when I was testing taking damage, death, animations etc. It was working as expected. I moved to test AI attacking me and as it was not doing anything, I looked into its AI BASIC code and then I realized that I didn't put any code related to attacks there. I looked into AI BASIC source, where I have nicely documented every AI BASIC command and... I didn't find one related to start an attack.
Plan for next week? Add that missing command, few minor things, test everything and start working on two types of enemies and I will probably use original graphics for now. Hm, maybe I will increase the number to three by adding wisp that would just randomly wander around map and from time to time attack player.
And now, as always, list of things done during this week:
So when I was testing taking damage, death, animations etc. It was working as expected. I moved to test AI attacking me and as it was not doing anything, I looked into its AI BASIC code and then I realized that I didn't put any code related to attacks there. I looked into AI BASIC source, where I have nicely documented every AI BASIC command and... I didn't find one related to start an attack.
Plan for next week? Add that missing command, few minor things, test everything and start working on two types of enemies and I will probably use original graphics for now. Hm, maybe I will increase the number to three by adding wisp that would just randomly wander around map and from time to time attack player.
And now, as always, list of things done during this week:
- added collision handler interface (it is assumed that projectile does damage on touch/collision)
- added firing projectiles
- added max state values for stats and "vital" stats
- added play death info and death infrastructure (without AI messages, which will be important for AI to learn, who killed their allies)
- added few events for animation
- added condition for queries based on AI's rating (no assumption on ally/enemy/alignment in game framework)
- minor changes to allow multithreading safe (with added checks)
There is one more thing that I'd like to mention.
During last week I bought Avalon and Dragontorc. Finally. When I was kid, we didn't have access to most of original games. Even law in my country didn't prohibit piracy. It all changed in mid 90s and I never had a chance to buy Avalon or Dragontorc. And after all those years I didn't even think about buying them as I assumed that there are no more original tapes that I could buy. Until I stumbled upon www.retrogames.co.uk.
No comments:
Post a Comment