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Early Dev / Re: Stone and Steel
« on: July 17, 2010, 06:22:30 PM »
I'll be posting updates and other stuff at the Development Blog.
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void CPlayer::doEvent()
{
while(true)
{
key = checkforkeypress();
if (key == left or right or up or down)
{
Energy += Move(key); // Move returns the move cost to move into a tile
break;
}
}
}
// for cases such as inventory, we wouldn't break; the loop. Checking ones inventory shouldn't use up their turn
player.gainEnergy();
if (player.getEnergy() <= 0)
player.doEvent(); // inherited from Entity, checks for keypress instead of doing AI action
for (int i = 0; i < monsters.size(); ++i)
{
monsters[i].gainEnergy(); // monsters[i].energy -= monsters[i].speed
if (monsters[i].getEnergy() <= 0)
monsters[i].doEvent(); // this will be AI, in the players case it will wait for a keypress. mosnters[i].energy += TimeToTake
}
Stone and Steel is a Roguelike game where the player will complete quests for factions, and do whatever he or she wants in general.
There will be multiple races to choose from. Rather than classes, the player will advance skills through practice, reading, and being taught.
Monsters in S&S will be of the typical fantasy variety, including kobolds, goblins, orcs, dragons, etc.
The world will be completely procedurally generated, guaranteeing a different play experience every time. This is not expected to be an early feature, but random dungeon generation is.
Death in Stone and Steel is permanent, and saving games will only allow you to resume a game. You will not be able to load a dead character.
The early releases of Stone and Steel will consist of a simple cavernous area, known as The Kobold Burrows where the player will fight Kobolds until he or she reaches the Kobold Shaman, which is the end-boss. Upon killing this boss, the game is over and score is taken.