Coding progress for 0.3.6
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SPQR :: Programming
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Coding progress for 0.3.6
On the road to 4.0, 3.6 will aim to have:
Battles with enemies, who may retreat.
Sieges with cities, who may not.
New gfx added.
Game made resolution independent.
The battle and siege maths may not be that clever.
SVN revision 30 is the first step to a future 0.3.6
Battles with enemies, who may retreat.
Sieges with cities, who may not.
New gfx added.
Game made resolution independent.
The battle and siege maths may not be that clever.
SVN revision 30 is the first step to a future 0.3.6
Last edited by maximinus on Tue Apr 27, 2010 10:49 pm; edited 1 time in total (Reason for editing : Changed plans slightly)
Re: Coding progress for 0.3.6
I've had crazy overtime at work the last 2 weeks which is good for my wallet but terrible for SPQR. Despite this, I've made a good start on the battle front.
Since it's such a main part of the game, it's also turning out to be a little more complex than I first thought of (isn't that always the case?)
Since it's such a main part of the game, it's also turning out to be a little more complex than I first thought of (isn't that always the case?)
Re: Coding progress for 0.3.6
SVN revision 44 has essentially the whole battle screen finished, except for a hard-to-track-down bug with the optionMenu
Re: Coding progress for 0.3.6
maximinus wrote:SVN revision 44 has essentially the whole battle screen finished, except for a hard-to-track-down bug with the optionMenu
Crushed that m*f*ker!
Re: Coding progress for 0.3.6
Good job! I cracked open some python script from 2.5.0, and was astounded by how much you still needed to do on top of PyGame. The combat system couldn't have been simple
Toeholds- Posts : 29
Join date : 2010-04-08
Re: Coding progress for 0.3.6
Toeholds wrote:Good job! I cracked open some python script from 2.5.0, and was astounded by how much you still needed to do on top of PyGame. The combat system couldn't have been simple
Pygame doesn't do a lot, but in some ways thats a good thing because I can fit it all in my brain. It also WORKS - havn't come across a single bug in 6 or so years of use!
Also, I think the code in 2.5.0, or whatever, is probably a little ugly (I remember the unit animations really sucking )
Re: Coding progress for 0.3.6
Essentially, the battle code is 95% complete, which means I can move onto the siege code (very similar, really).
Although the battle screen looks the part, nothing special is really going on under the hood, we'll leave that for a later version (but all the parts needed are in place, so major revisions shouldn't be that hard to do).
Once those are in place, I'll get around to adding toeholds new gfx, and get decided on hex sizes properly.
After that, I think I need to work on making sure that I can cope with multiple resolutions. So that's the path for the next month, then
Although the battle screen looks the part, nothing special is really going on under the hood, we'll leave that for a later version (but all the parts needed are in place, so major revisions shouldn't be that hard to do).
Once those are in place, I'll get around to adding toeholds new gfx, and get decided on hex sizes properly.
After that, I think I need to work on making sure that I can cope with multiple resolutions. So that's the path for the next month, then
Re: Coding progress for 0.3.6
I'm on-and-off working on a new version of the map (rotated geometry, etc.), and playing with 3D->2D workflows for generating high(er)-res artwork for the game. No hurries in adding the code
Toeholds- Posts : 29
Join date : 2010-04-08
Re: Coding progress for 0.3.6
Toeholds wrote:I'm on-and-off working on a new version of the map (rotated geometry, etc.), and playing with 3D->2D workflows for generating high(er)-res artwork for the game. No hurries in adding the code
Good job, since I've been away for 3 weeks or so! I had no time off for 3 weeks, and then when that finished I had a load of other jobs build up! I'll be back on the job in a few days
Re: Coding progress for 0.3.6
Heya. I thought you fell off the deep end wrt SPQR, and I drifted to looking around at more active projects. With regard to what I started/promised: I ended up doing a world version of the world map (see here: http://jkwchui.deviantart.com/art/Detailed-Watercolor-World-Map-164331445), and it should be a simple matter for you to crop the right piece out from there. Good luck on the project.
Toeholds- Posts : 29
Join date : 2010-04-08
Re: Coding progress for 0.3.6
Back on the code, and I've REALLY gone and got rid of a heck of a lot of code.
Essentially, all the data for cities and units has gone, and most of the code. All we have now is an empty map.
I'll put back in the mini-map in the next few days, then add a few regions, and then some units again. The basic roadmap for 0.4 still holds.
Essentially, all the data for cities and units has gone, and most of the code. All we have now is an empty map.
I'll put back in the mini-map in the next few days, then add a few regions, and then some units again. The basic roadmap for 0.4 still holds.
Re: Coding progress for 0.3.6
All the recent changes have made me feel that we need a new release, so today I put v3.6 up on sourceforge, to try and generate some eyeballs . you can grab the new code at:
https://sourceforge.net/projects/spqr/
https://sourceforge.net/projects/spqr/
SPQR :: Programming
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