Thursday, December 11, 2008
Bugs and the Fixes That Love Them
Monday, November 24, 2008
...once more, with feeling...
Friday, November 21, 2008
MageGuild 1.1 out the door
Wednesday, November 5, 2008
Two New Tidbits
Thursday, October 16, 2008
MageGuild Out of Beta
Tuesday, October 14, 2008
Finally Here
Wednesday, September 10, 2008
The Last of the Bugs?
Thursday, September 4, 2008
Another day, another release...
Tuesday, September 2, 2008
Too long in coming...
I've been banging around a little with what I think will follow the GA release of MG; a roguelike of a more epic scale, more focused on number-crunching...more Angband, less NetHack. Is that actually going to be the next project released? No idea. Time will tell.
Friday, July 25, 2008
MageGuild v0.7
Monday, July 21, 2008
Slowly, slowly...
Friday, June 27, 2008
Progress!
I'm...extremely hesitant to put a timeframe on 0.7, still. I'm not 100% sure how long things are going to take, nor how much longer I'll be able to dedicate time regularly, and I'd rather not issue a date I can't keep. Regardless; MageGuild is not dead, development continues.
Thursday, May 15, 2008
On The Lack of Time
The rebalancing is largely done; hopefully, this will curtail the grotesque HP/MP gaining that was going on, as well as weaken some of the most overused spells. Some edges were changed and added in this, so there should be some new options there, as well.
The content...is coming along. The new item type that I'm adding is taking quite a long time to finish. They're relatively rare, but they're quite powerful, and they do things that MG hasn't seen before. Which means that I'm forging quite a bit of new territory, when it comes to coding.
So, in short, progress continues. I'm hesitant to put a date on release for 0.7 until the work situation settles down a bit, but when I know, you'll know.
Tuesday, April 22, 2008
A chapt! A chapt! My dingkom for a chapt!
A fair bit of the new content stuff for 0.7 was already in place; some of it I left, some of it I hid or removed (due to incompleteness, not due to sheer bloody-mindedness, I assure you. :) ). There's a special kind of irony to having to remove content in order to release. If I had a proper SCM system in place, I could have simply fixed the bugs in the v0.6 branch, released a v0.6.1 off of that, and then integrated the bug fixes back into the development trunk. It's what I would have done at work, in fact. Getting an SCM set up for my personal projects is certainly something to think about, I'm just unsure if the (hopefully rare) occasions where it would be handy are worth the hassle the rest of the time.
Tuesday, April 15, 2008
The Game Plan
The issue now becomes, what new features are going into v0.7, and what's going to wait until v1.X?
I'm currently struggling with MageGuild's identity a little bit. I was shooting for somewhere between "coffee-break" roguelike (i.e. DoomRL) and "epic" roguelike (i.e. Angband), in terms of game-length, complexity, etc. I thought I'd hit that mark pretty well, so far. However, a lot of the feedback I've gotten has been suggesting pushing things more toward the epic end of the spectrum. And there are a lot of very cool ideas in there, many of which I'd like to use, in some manner or another. Problem is, I'm not sure if I'm currently sitting too close to coffee-break, or if I'm already in about the right area, and could easily topple over into epic territory.
The current plan is to start adding things, lowest-impact first, and kinda feel my way along. Hopefully, I'll end up in the right spot.
Thursday, April 10, 2008
Release Part Deux
Tuesday, April 8, 2008
Good Reviews, and Lots of Work
I've got a rough plan for v0.6 outlined:
- Assorted small bugs
- Clarify a couple of points in the help file
- Couple of small UI tweaks
- Add spell descriptions
- Improve pathfinding efficiency
- Overhaul for Mono/non-Windows compatibility
- Clean up and add more invertible mobs
There are a number of other items lurking on the "some later release" list, as well as the "might do at some point" list, but these strike me as the top priorities, so they're going to get banged out first. As always, when v0.6 hits, check the changelist file for all the details.
Thursday, April 3, 2008
Alea Iacta Est
Let's see how things go.
Monday, March 17, 2008
Zeroing In
Monday, March 10, 2008
My, My, How the Time Does Fly
Anyways. Big news in MageGuild-land. Despite my better judgement, I've implemented bitmap tiles. There are still some kinks to iron out. It required a near-rewrite of my display library, which has created some unexpected fallout, such as the message window being much slower, now. There are some pretty serious gaps in the Gervais tileset as pertains to my purposes, which I've already started addressing, but I'm not really in the mood to spend lots of time building/fixing tiles. This change has required me to remove some of MG's dynamic symbol and color changes, which I'm not really OK with; I've got some ideas on how to resolve it, but that's another kettle of fish.
I'm also having some issues determining the proper way to translate some of MG's visual quirks to tiles. For example, in non-tiles MG, it colors the lines of effect when you go to aim something in red. Which is fine. When that happens with tiles on, it becomes either eye-searing or simply confusing, depending on how bright I make the red. But, that'll get fixed.
I'm actually glad that this is taking longer than I'd planned, as I'm not ready to release 0.5 to the public yet, beyond the feature list. Right now, I just don't have time to keep my finger on the pulse of the response. Hopefully, more time will coincide with 0.5 being done technically, and we'll get a release.
Tuesday, February 26, 2008
Fixing Some Roadblocks
Well, I just rebuilt the Effect class, which required me to change about 400 lines of code, which were scattered through just about every source file. Everything uses this class, and I altered something such that each and every call to it required a new parameter. But, it's done now, and all the better for it. Another unfortunate little internal wart removed. I've got a few more of those that need burned off before I can hammer a couple of particularly annoying proud nails, but we'll get there. Next on the hitlist: weird messages when dunking items into fountains.
Also spent some time last night playing around with dynamic content in pure HTML/JS/CSS. I lack the fundage to get a really decent web host, and the free host I'm using doesn't support any sort of server-side scripting, so I had to build a system for a site-wide, relatively maintainable navigation bar/header bar/footer bar in AJAX (sans any Microsoft support...pure HTML/JS AJAX). Which was surprisingly entertaining, actually. Good news is, that's in place. The Lukos website got a bit of a facelift in the process, but it's far from done. There are many things I'd rather do than screw with web stuff, especially with the jank-ass hosting. But one survives.
Sunday, February 24, 2008
Watching the Time Tick Tick Away
If anything, I've been pondering what's next on the project list, once MG v1.0 goes out the door. I've got some pretty big ideas that might be added to MG (v1.1? v2.0? v1.5? sky's the limit!). I've got at least three other roguelikes dancing an eerie jig in the back of my head, clamoring for attention. I'm playing around with concepts for a multiplayer online wargame, a space fantasy FPS/RPG hybrid (...oh, God, so much work...), something akin to an MMO. and then there's all the little idea fragments; mechanics, settings, design concepts, internal architecture plans, all looking for games to house them.
Must focus. MG 1.0 out the door, then we can worry about the other crap.
Thursday, February 21, 2008
Decisions for the Decisive
0.5 is planned to be the first public beta. I also think 0.5 is where I draw a line in the sand on new features. After 0.5 is released, the only things that will be added are bug fixes, balance fixes, and features that are absolutely demanded by usability or balance. That means the feature list for what's going into 0.5 looks something like this, as of right now:
- Spell hotkeys
- Contingency
- Overhaul mob remains effects
- Possibly try to fill in some gaps in the item mixing interactions
- Whatever hare-brained ideas I come up with the night before releasing 0.5
I've got a few small (mostly cosmetic) bugs that've been floating around for a while that are on my hitlist for 0.5; at this point, they've become proud nails that I'm damn sure going to hammer before the public sees them. God-willing-and-the-creeks-don't-rise, I don't know of any crash bugs or other major faux pas that will hold up the public release, but I'm sure my closed-beta cabal will change that for me soon.
The next big question is, "when am I going to overhaul the code surrounding saving and loading the game?" Right now, everything works (and is pretty slick, if I do say so myself...Reflection is an amazing tool) but works much slower than I'd like it to. This also, again, gets back into the lower-level display routines, as initializing the in-game windows is sucking up way more time than it should be. I'm leery of doing too much with the problem, lest I should create some bizarre little bug that I don't catch until it's found by the general public, but I'm thoroughly not happy with the performance of the code as-is. More decisions.
Wednesday, February 20, 2008
Perils of Contingency
The latest question I'm kicking around is whether or not to add a new edge that would function as a one-time "Get Out of Death Free" card, much like the famous Amulet of Life Saving from Nethack (and a couple other RLs, if I recall correctly). I'm leaning toward it pretty heavily, as it's a nice safety net, but acquiring it carries a pretty high opportunity cost; something that will help less experienced players, without unbalancing the game for more experienced players.
That's actually a pretty constant theme, I'm finding, in my attempts to balance things. All roguelikes have a pretty steep learning curve, and MageGuild is worse than most, as it does away with a lot of the trappings of RPGs that most RLs drag along. I've been strongly pushing anything I can to make the game easier to pick up and play without changing the end gameplay too much.
That leads me to the other big, big change I'm playing around with; adding an optional bitmap tiles view, to take the place of the ascii. The concept is...scary, frankly. I didn't build the game with being able to add tiles in mind, which was a rather stupid plan. But when I started this, I wanted to create a RL that I knew was going to have a steep learning curve, that I knew was probably only going to appeal to hardcore RL players. Now...I've got a couple players who are pretty hooked that are thoroughly not hardcore RL players, and that's caused me to rethink a number of things. Are tiles in the future for MageGuild? I honestly don't know.
Monday, February 18, 2008
Lights On, Cue the Orchestra
Right now, it'll largely be concerned with my little roguelike, MageGuild, but I've got a host of other ideas waiting in the wings. With MageGuild about ready to fly on its own, there should be interesting content floating through here pretty regularly.
The site this stuff lives at is http://www.glistenimages.com/Documents/lukosHome.htm. It's quite plain right now, and getting a proper domain set up for it is rather high on my priority list. Regardless, it's there, and binaries and suchlike should show up there.