(Feb 26, 2021)
We have to set a trap in a hallway. Let's make that more efficient to do. Also, we don't do it in the more efficient way after all. Also invariants. Also: Ron defines 'should'.
(Feb 25, 2021)
I have traps in mind, and smarter monsters. Is that what the day brings? One never knows, do one?
(Feb 24, 2021)
Monster levels should be easy. Then I wander off into code improvement.
(Feb 23, 2021)
Let's get items properly distributed. After that, some leveling, perhaps. I don't know. I'll have to wait and see what I do.
(Feb 22, 2021)
I feel the need to make Dung a bit more like a game, with levels and such. Let's start pushing in that direction.
(Feb 21, 2021)
A second cut at TDDing the music players. Simple isn't easy.
(Feb 20, 2021)
I decide to redo the music playing logic with TDD. Results are mixed.
(Feb 19, 2021)
Music? And then, idk, something else. Maybe refactoring? Poison?
(Feb 18, 2021)
Verbs. Then, who knows?
(Feb 17, 2021)
Today, girls just want to have fun, and so do I.
(Feb 16, 2021)
Combat and the Crawl have been kicking my tail. This does not please me, even a little bit. I'm sure the difficulty is at least partly due to a poor description of the problem, leading to poor solutions. Today I win.
(Feb 15, 2021)
Let's clean some code. Let's also try to make combat more interesting. Let's also try to stay out of trouble. Is that so much to ask? (As usual, the plan changes before long. Also, trouble.)
(Feb 14, 2021)
Happy Valentine's Day. In other news, I have an idea.
(Feb 13, 2021)
A new day dawns. New chai. Consolation from the Zoom Ensemble. Technical debt. And another run at combat.
(Feb 12, 2021)
Wow, he's really dragging this one out, isn't he? Let's do some more Combat, round this out a bit. Later: Things go very wrong. This is a debacle.
(Feb 11, 2021)
Let's work a bit further on combat. I'll start with something easy, but there are some possibly tricky roads ahead. (Plus, Ron comes out against death.)
(Feb 10, 2021)
Let's see how far we can push this 'little language' we're making for combat. I should try something tricky next, to be sure the idea can bear weight.
(Feb 9, 2021)
More on Combat. I have now been advised by my betters on how, possibly, to test this thing. I may have an angle.
(Feb 8, 2021)
Let's start on our new combat logic. But first, those failing tests ...
(Feb 7, 2021)
Now for some magic. How can we get screen effects synchronized with the information crawl? You won't believe this cunning plan!
(Feb 6, 2021)
Everyone thinks they know how I should do combat. There are issues that daunt me. I'm sure there's a pony in here somewhere.
(Feb 5, 2021)
Last night I found a rather embarrassing defect. Fortunately, there are probably lessons to be learned.
(Feb 4, 2021)
More on turn-based. Let's try converting Encounter to a combat round, or writing a new combat round. Or something else.
(Feb 3, 2021)
Input from Bruce. And our turn-based implementation isn't quite good enough yet. I'm not sure what to do about that.
(Feb 2, 2021)
In my roles as Product Owner and Chief Game Designer, I have thrown me in my role as Programmer a curve: We want me to make the system turn-based.
(Feb 1, 2021)
Let's do some more user input. And some planning, not necessarily in any particular order.
(Jan 30, 2021)
You know that thing where they ask you for something no one ever thought they'd ask for? They just asked for it.
(Jan 29, 2021)
Let's talk about some design aspects, starting with the new DeferredTable. Then we'll follow our nose. But there's kind of a paradox.
(Jan 28, 2021)
Let's try a more conventional approach to our deferred collection. First, some words on why it's a good idea.
(Jan 27, 2021)
Let's reach deep into the bag of tricks, and see whether we like what we find there.
(Jan 26, 2021)
Let's use the new Loot object for Health and Keys. That should test the concept and drive out some nice clean generality. (N.B. Plan changes one page in.) Worse yet: hours of confusion!
(Jan 25, 2021)
Loot today. And a possibly interesting problem.
(Jan 24, 2021)
Just some little things. There may be nothing interesting to see here. One never knows, though, do one?
(Jan 24, 2021)
A tricky graphics issue. And about those walls. Is there a problem?
(Jan 23, 2021)
Let's try the wall data. This calls for a slightly different scheme, I think.
(Jan 22, 2021)
An interesting problem. Is there a clean solution, or do I need a bigger hammer?
(Jan 20, 2021)
Random floor tiles, why not?
(Jan 19, 2021)
New Tiles? Torches? Redecorating the Dungeon.
(Jan 19, 2021)
Why do I almost always do something other than I planned to do yesterday? It's a mystery.
(Jan 17, 2021)
Some display work. Then let's start on treasures. I have a cunning plan ...
(Jan 16, 2021)
Damage display, and what about showing attacks? I have a few weak ideas ... WARNING: Big movie files.
(Jan 14, 2021)
Mostly some thinking and planning about behavior. Maybe some code. Now: with movies!
(Jan 13, 2021)
Just a little bit more, for an afternoon's relaxation.
(Jan 13, 2021)
Let's finish up and clean the coroutine message floater, and purge the unused tabs. Then make all the tests run. Then, stick our head up and look around.
(Jan 12, 2021)
More on Encounter coroutine version. Rationalizing not doing much more TDD. Will he be sorry?
(Jan 10, 2021)
I'll save you some reading and trash the first version of this article. I will sum up. Then I'm going to try a coroutine. Hold my chai.
(Jan 9, 2021)
More work on Encounter. I still want the fighters to separate after a round.
(Jan 8, 2021)
Today, more work on combat encounters. I have in mind separating the fighters.
(Jan 6, 2021)
Let's display Encounter results before we enhance it further. This may become tricky, but let's hope not.
(Jan 5, 2021)
More thinking and doing on combat encounters. Can we avoid turn-based?
(Jan 4, 2021)
I'm sorry--I have to do some planning. Then maybe some code.
(Jan 3, 2021)
Tweak attributes. Make some tentative decisions on combat.
(Jan 2, 2021)
Let's try again today to improve the character sheets. I have a new idea. That rarely goes well.
(Jan 1, 2021)
Character sheet for the player today, then a daunting bug, er, defect.
(Dec 31, 2020)
Probably my last article of 2020. Some thoughts on these articles, and the design of OO programs. Perhaps a character sheet for the Player.
(Dec 30, 2020)
I think we need to work on treasures today.
(Dec 29, 2020)
More work on Character Sheets, and a feature idea from Twitter follower WR. Nothing interesting happens.
(Dec 28, 2020)
Levels, treasures, or character sheets, that is the question. The answer is only a bit interesting. One good bit tho.
(Dec 26, 2020)
Monsters. We need more monsters. Bigger, badder monsters.
(Dec 25, 2020)
While I wait to see whether Santa came, I want to enhance Monster movement a bit. This will require the TileArbiter table and code to change.
(Dec 24, 2020)
Not a political idea, but perhaps it should be. But I digress. Let's do on-screen controls.
(Dec 23, 2020)
Let's do some more with the TileArbiter, including plugging it in to actual game play.
(Dec 22, 2020)
If at first you don't succeed, try something different. Sorry, no pics or movies today. Just code.
(Dec 20, 2020)
Probably not THE answer but maybe some small ones.
(Dec 19, 2020)
Brute force FTW, a sound in the silence, and ... I don't know what else yet.
(Dec 18, 2020)
Lighting? Better lighting? In a DUNGEON??? Are you serious?
(Dec 17, 2020)
Let's create a mini-map.
(Dec 16, 2020)
Double dispatch! Chet will be so proud. Or jealous. And Keys!
(Dec 15, 2020)
It's time to put some game-playing features into this thing. That could lead anywhere, but I'm hoping today at least will be easy.
(Dec 14, 2020)
More refactoring: I want cleaner code to work in. Mabe one tiny feature.
(Dec 13, 2020)
Too many notes. Just refactoring today, with reasons why.
(Dec 12, 2020)
More pushing things to Tile. I'm required by law to publish this but I'm not required to like it.
(Dec 11, 2020)
Today I'm interested in learning something about how far to push the 'tile' design. Join me.
(Dec 10, 2020)
Maybe give the monsters a bit of volition. Maybe place them randomly. Maybe some screen controls. Who knows, I just write this stuff.
(Dec 9, 2020)
I believe that the dungeon should have some monsters in it. Let's take a cut at that. Also, I provide an overview of how it works.
(Dec 8, 2020)
I think we should refocus the design a bit, for improved graphics. This promises to confuse me.
(Dec 7, 2020)
Let's limit the Princess's view of the dungeon. I know one way to do that. Let's think of at least one more.
(Dec 6, 2020)
Two nice little things. A short report. Thanks to GeePaw for one of them. A weird explanation for the other.
(Dec 5, 2020)
I'm fairly satisfied with room and hallway generation. It's time to work on what the screen looks like in play.
(Dec 4, 2020)
Let's get some rooms up in this ditch.
(Dec 3, 2020)
It helps if your tests actually check something. Sounds like a good idea, let's try it.
(Dec 2, 2020)
Current plan is to move forward from the little tiled-space experiment, evolving it into a playable game. If I'm right, we should see faster progress. It could happen.
(Dec 1, 2020)
A New Hope, from a New Direction. Yes, that's right, I'm thinking about starting over. Could this be a good idea?
(Nov 30, 2020)
Technical debt, or messy code? Why not both?
(Nov 28, 2020)
Another run at moving into the new hallway rooms and back out again. Fortunately, as I mention at the end, my purpose isn't to show you how smart I am.
(Nov 27, 2020)
Session was a total loss. Do not read: Still working on letting the Princess get out of room one. After creating doorway-hallways as rooms, we're getting close.
(Nov 26, 2020)
So many things to be thankful for here on Thanksgiving. One small one, I hope, is the Rectangle. Then, a wild Andrew appears!
(Nov 23, 2020)
I guess I should work on putting a player in the room and moving her about.
(Nov 19, 2020)
More tiling, trying to make all the floors align.
(Nov 18, 2020)
A new, possibly better idea about room tiling. That may be enough for the day. We'll see.
(Nov 17, 2020)
More like a game, step by step. There's arithmetic involved. I hate that.
(Nov 16, 2020)
There's a bit of cleanup I'd like to do, but I think we have to start making this act more like a game.
(Nov 14, 2020)
The Zoom Ensemble met last night. Our 'work' gave me some ideas. Plus we have an issue to resolve.
(Nov 13, 2020)
My plan, the day notwithstanding, is to get door markers drawn and, with luck, improve the design. But I'm not sure that's what I'd advise.
(Nov 12, 2020)
I wouldn't call them ideas, exactly, but I have some things I want to try.
(Nov 11, 2020)
Is there a difference between creating a better design and discovering one? I think so.
(Nov 10, 2020)
Some thoughts on consistency, clarity, abstraction, and efficiency. A LOVELY REFACTORING!
(Nov 9, 2020)
Feature or improved code? Maybe a feature spike? Who knows, not I.
(Nov 8, 2020)
My recursive pathfinder doesn't work as I thought it did. This cannot endure.
(Nov 7, 2020)
Today I think I need to deal with tiling, or decide that we can do without it.
(Nov 6, 2020)
I've become aware of some issues, as should be expected in a new venture. The question is what to do about them.
(Nov 5, 2020)
Most of what I did yesterday was dreck, detritus, dung. Not very good at all. I plan to revert today and figure out a new plan.
(Nov 4, 2020)
I can't face reality, so I'll keep working on this little imaginary world. At this moment, no idea quite what I'll work on.
(Nov 3, 2020)
Today, I think, separation of the primeval blob of rooms.
(Nov 2, 2020)
Some pals are Zoom-mobbing on a dungeon program that one of us was working on. I'm gonna try one in Codea.