Saturday, July 17, 2010

Revision 35 Notes

I've added 'data/items' and converted materials and items to libtcod format. Items now draw their material/base item information from the Databanks, and combat damage is now properly affected by weapons.

TODO:
  • Convert races to libtcod format
  • Add more item types
  • Sort inventory by item type
Currently, the items are completely moddable, but it's only possible to add in new weapons. This will change in the near future to allow armor and potions. The data files that are moddable are commented.

Stone and Steel Development Blog

I'm moving all my updates/ramblings to this blog from here. This way I can keep people informed with what I'm doing, revision updates/additions, and etc without spamming up the place since I sometimes make many revisions a day.

I'll start by posting my current To Do List:
  • Convert data files to libtcod format
  • Support wearing rings (in theory, this works, but only for one ring rather than two)
  • Fix up the AI a bit more. There are a few anomalies, but it's mostly working
  • Add an items data file for all base item types
Some visions:

=)Items(=
 All items in Stone and Steel will be defined as a base item in a data file. This data file will contain certain tags such as consumable, effect-giving, weapon (and weapon related subtags), and so on. The tag effectGiving would search data/effects and choose a random effect to give the item. I have not thought over this thoroughly, but it seems like a good enough system. It is definitely subject to change.

=)Skills(=
 Rather than a class-based system, I'm going with a skill-based system for a more open beginning. The player will start with a certain number of points (undetermined) to spend on starting skills. All characters can use all skills, this is just to give the player a sense of direction.


Feel free to comment with ideas or critique on my current view of how things should work!