oln {l Wrote}:Was helping svenskmand with building the game today, he also got the issue where CEGUI doesn't find layout/font etc. files, for some reason it's not looking in the resource folders. Need to find out what's causing this.
svenskmand {l Wrote}:Also when you press the mouse to dig an area, the game slows down allot, it seems to be doing something it is not supposed to do.
Another thing, the mouse in the game also moves weird, it is like the mouse somethings jumps from one tile to another. And somethings the mouse gets stuck at some place at the screen, and cannot move in some direction anymore, but it works in the opposite directions.
andrewbuck {l Wrote}:Good to hear you are working on a PPA, that would make it much easier to distribute the game. We should consider doing a separate package for the media stuff which is a dependency on the main OD package. The media could even be split into several sub-packages (sounds, meshes, textures, etc) which can be updated individually. That way updates to some or all of the components can allow people to stay more in line with the cutting edge development with much less for them to download.
svenskmand {l Wrote}:Ok, then how about a replay that is not for debugging, but only for watching you played games? We only need to store creature movement paths, fights and diggings, along with room/trap/door builds and keeper spellcasting. It would be a nice feature to have, but yes the game has to be prepared for it at a early stage, which is why I am asking, the question is then just if we are already to late.
Because the game is turnbased I actually think it will make life much easier for us should we decide to implement replays, because we only need to save state for each turn. For creature movements we can save the tiles that creatures are currently at, likewise for rooms we can for each tile save if there at turn x is build a room, and then when it is destroyed at time y we save that information, and nothing in between for the rooms, so we save build and destroy events. We can use the same scheme for doors and traps, and when they trigger they have a trigger point at time x. For fighting we could for each creature store the id of the enemy creature it hits and the damage it does, that way a creature has a list of all hits it has ever made in the game. The keeper movement we can also base on the center tile in his screen to capture his viewpoint, so we store that for each turn, and we also store a pickup time x and drop time y along with the identity of the creature, we know where it is picked up from and dropped to from the positions of the creature a time x and y.
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