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rec.games.roguelike.development |
Progress update! On 10 Mar, 18:32, Phlamethro...@gmail.com wrote: 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
> 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).
acceptable speed on a BBC - you can take about 2 or 3 moves per
second. Save files are now a bit smaller too, so it should be possible
to fit the game and a full save file onto a 40-track floppy :)
* level progression
* unique start and end levels to the dungeon (aka skyscraper)
* rudimentary item and monster spawning
* inventory management; take, drop, and look commands
http://www.phlamethrower.co.uk/misc2/batr3.png
the game could probably be classed as, well, a game.
machine - the code is now almost 15KB in size, and runtime checks show
I only have about 1700 bytes left. Luckily there are some tricks
available for me to shrink the code. Modern versions of BASIC have a
CRUNCH command, which can remove about 3KB of wasted space, and there
are some more advanced BASIC compressors available, which can get the
current code down to under 9KB. Plus there will be more space gained
'naturally' as I remove unwanted items from the game data file.