(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.