10/03: Lost in a dungeon
Well, I didn't quite finish Dungeon Romp in time, though I came really close and would have succeeded if it wasn't for those darn walls. More on that later, though. Coffee Quest fans will be proud to know that I finally posted some (the tip of the ice burg, actually) of the code I have been working on for that game. In particular, I posted my testing framework. The skill system should finally be ready for posting once I finish writing the test for it (assuming it passes the tests) and then the entity and entity factory classes will rapidly follow. That work will not be this week, as Fleet has won this week's vote. This is probably for the best as the coming soon vote this week will be the last one! See the coming soon page on BlazingGames.com for details.
I was sure that Dungeon Romp would be ready in time. Unfortunately, while testing I found a flaw in my design. You see, the maze generator I wrote only guarantees a winning path, not that all parts of the generated maze are accessible. This means that anything chosen that is not on the path through the maze may not be accessible. While placing items and monsters in non-accessible areas is not a big deal, placing ladders and the key in such areas is a bad thing! My solution was to keep the monsters and items randomly distributed, but have the ladders on the endpoints of the winning path and the key and markers in the middle of the path. This means that they will always be accessible and the game will always be winnable. This change has been made so the game will be released this week.
I was sure that Dungeon Romp would be ready in time. Unfortunately, while testing I found a flaw in my design. You see, the maze generator I wrote only guarantees a winning path, not that all parts of the generated maze are accessible. This means that anything chosen that is not on the path through the maze may not be accessible. While placing items and monsters in non-accessible areas is not a big deal, placing ladders and the key in such areas is a bad thing! My solution was to keep the monsters and items randomly distributed, but have the ladders on the endpoints of the winning path and the key and markers in the middle of the path. This means that they will always be accessible and the game will always be winnable. This change has been made so the game will be released this week.