Newsgroups: rec.games.roguelike.development
From: Phlamethro...@gmail.com
Date: 11 Mar 2007 14:27:54 -0700
Local: Sun 11 Mar 2007 21:27
Subject: Re: 7DRL: Bob and Trev: Resurrection
Progress update!
On 10 Mar, 18:32, Phlamethro...@gmail.com wrote: > So currently I'm Luckily, I came to my senses and just wrote a simpler LOS technique. > trying to decide whether I should switch to a different LOS technique > (e.g. a room gains visibility when you enter it, but remains visible > even if you go elsewhere), or ignore the speed problem and have a go > at crafting some assembler optimisations once the competition is > over :) The game now effectively treats doors (and windows!) as vision blockers, so you can only see the contents of the room you're in. Although this code is a lot faster (and only needs updating when you change room), it does make some of my planned features harder to implement (e.g. the sunglasses that would reduce your visibility, but provide protection from being blinded by bright lights). Following some rewrites and optimisation, the code now runs at an New features: http://www.phlamethrower.co.uk/misc2/batr2.png Monster AI and combat will be the next thing on the list, after which Unfortunately I'll soon be pushing against the memory limit of the Cheers, - Jeffrey You must Sign in before you can post messages.
To post a message, you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
| ||||||||||||||