Thursday, September 22

bde is now its own project

The engine (formerly bde) will now become its own project run by Ninety Nine Squared Software.
The engine will be renamed to what is yet to be announced.

Saturday, August 27

The good, & the bad news

First the good news. I completely redid the main class, which is alot simpler and cleaner than the old one. Seems to work pretty nicely.

Bad news, unfortunately I'm stuck. The goal of redoing the main class was to get unstuck, but it seems to not have worked out as I had hoped.

The problem is the window is empty, when there should be menu text showing up. All I get is a whole lot of nothing. It seems that the problem is with the text state switching, or more specifically how it is called. Maybe?

Meh. I'll get it figured out eventually.

Sunday, July 31

Getting closer!

Still alot to do, but its getting to about what I can consider a descent halfway point. Need to implement the rest of the menu gui, fix some more bugs, then add a proper obj parser. Thats pretty much all thats left until an official alpha release.
Probably doesn't sound like much, but its quite a big task.


What I've added recently:
  1. Saving and Loading of various data is implemented, (at various working states)
  2. Characters have stats that update accordingly (vitality, intellect, strength, dexterity, etc.)
  3. Status effects can be applied (or removed) from characters and enemies
  4. The beginnings of a character browser, with copy, rename, edit, and a bunch of other features
  5. Added some various icons for stuff
  6. Added some extra shortcuts to make coding a little faster, basically wrappers around commonly used functions, etc.

Monday, July 18

Its been awhile

Since any updates, I know. Its not like there are all that many readers out there anticipating them anyway :-P.

Anywho got a lot of work done in the last what? two months.
Everything is up on the SourceForge.

Its getting there. Slowly.

Saturday, May 21

Sucess!

Today after a couple of hours of quick hacks and re-edits, finally got some actual working progress. I moved the screen class to its own file for easier management and did some debug work. Long story short there is now a game window complete with...nothing lol. Still need to figure out why the init scripts won't launch properly though. Kind of annoying. At least its a step forward.

Friday, May 20

Physics engine!

There is one now! More or less. Anyway its alot better then what was before.
Still more tweaking to do though.

Monday, May 16

More updates

Still working its getting there.

  • Added Keymap mode switcher so using multiple keymaps is possible while in different screens, game play modes etc.
  • Updated and added to the old inventory code. Adding/Removing equiping/unequiping items etc now works at least the state changes and keeping track of everything...I think. Still need to impliment some method of saving inventory and character state etc. though.
  • Added some math code for general stat calculation.
  • Cleaned up more of the Core module
  • Moved a bit of the Core code into startup which is now launcher

Thursday, May 5

In need of a forum

And possibly a wiki too.
Needs to be free. Should allow for privileged users to have access to different sections such as an adults only section.
The wiki needs to be able to host adult content too.
This is for Beyond Dreams, and the adult portions of it. (which are packaged separate)

Anyone got any ideas?

Code merged

After a few hours got all the new stuff merged into the old. Also got alot of things updated and fixed a few potential bugs too.

Some things that I want to focus a bit on right now are:
  • Fully removing the old PauseMenu class and using the new Pause state handler. (since there is already an in-game menu there is no real need for a pause menu as well.)
  • More work on the main menus (getting them to display properly and such)
  • Clean up the old item code
  • Fix various things that are missing that I keep putting off

Tuesday, May 3

New stuff-ish

Spent some time away from home this past week. Took my netbook, though no internet access. I forgot to bring a copy of the latest code with me, but I did still manage to conjure up a few new things.

  • Code to calculate lunar/solar events (such as moon phases, eclipses, etc.)
  • Code to allow for scripted dynamic lights
  • Better Item/Inventory management code (Needs to be integrated with the old ones)
  • Code to help manage equipped items
  • Gameloader code (with some defaults to avoid weird errors)
  • InGameScreen and InGameMenu code
  • Items now (partially) allow for environment exclusives (such as only works during fullmoon or doesn't work during daytime or effect halved during nighttime)

Monday, April 25

Core Update

Updated Core again. Will post the new version after a little more work.

Update:
  • Cleaned up code abit
  • Added new classes: Screen, MainMenu
  • Additionally a new Game logic class was added.
    • Though I'm thinking this will become its own fil
  • Added a keyboard state handler (keymaps should  be eaiser maybe)
  • Added some code to disable pyglet default Escape key behaviour
  • Added/fixed various graphics options: set_vsync, show_fpsdisplay
  • Added/fixed the way graphic "layers" are displayed. This should reduce flicker. Also added some organization, so things aren't so messy.
To Do:
  •  Add some fancy stuff to loading screens:
    • Loading progress bar?, Percentage, Text display to show what is being loaded. (Lowest priority)
  • Test to check for if usercfg exists + options for whether or not it does
  • Autologin?
  • Fallback if default font does not exist
  • Add custom image loaders for menus etc.
  • Fix mainmenu handles and add new for setup, etc.
  • IMPORTANT!: add an exit handle

Sunday, April 24

Some updates

Some updates:
  • The first half of the new Core is updated, still needs work though. (Probly alot of bugs I would assume)
  • Cleared out some old now obsoleted stuff that is either replaced or has been merged, or is no longer needed.
  • Added more builtin defaults to enhance stability.
  • Now uses system fonts, instead of attempting builtin first.
  • Added some new character races.

Sunday, April 17

Back to work

After a long hiatus I decided to get back into the spirit of things and do up a little editing to the core code. Unfortunately still along way away from an actual release but its getting there!

So far some major changes which involve mostly cleaning up the yucky menu code, a lot of it replaced with much more cleaner code. Also got rid of the old annoying "new_user prompt" and replaced it with a much friendlier guest login as the default. So now users will be able to check stuff out without having to create or save any data to disk other than temp files. The downside is that guest accounts have now save functionality, which is intentional. To save your stuff all you really have to do now is create a username. How hard is that? Password is optional for offline use, for online use it required, however there will be an option to remember passwords.


Things that still need some focus (at least per the menu screen):
  • Loading the .ini files and dealing with values etc.
  • Getting the menus to display properly
  • Finish setting up all the basic menu structure
  • Code to setup keymaps
  • More cleaning up to do on the Core
  • Merge the "game.py" and "core.py" 
Doesn't really seem like much but its quite a bit of work. Its getting there.