crashrun.livejournal.com
Annoying bug - crashRun: the roguelike
http://crashrun.livejournal.com/5636.html
Annoying bug - crashRun: the roguelike. 30 January 2009 @ 10:40 am. I checked all of the code for monster movement and such and nothing looked amiss. Each square in the game has an object associated with it that tracks who is the current occupant and the stack of items on it, so before someone moves onto the square, I check to see if it's occupied. All that code looked fine, and after much source-diving and gnashing of teeth, I figured out the problem. Square.occupant = player. Then, the player moves one...
crashrun.livejournal.com
crashRun 0.2.1 - crashRun: the roguelike
http://crashrun.livejournal.com/4066.html
CrashRun 0.2.1 - crashRun: the roguelike. 26 May 2008 @ 01:37 pm. CrashRun 0.2.1. I published an update to crashRun that fixed the rampant CPU usage problem. Also included in this version is an examine command ('x') that'll let you look around at the things on screen, and rubber boots! Making crashRun the first roguelike to ever feature rubber boots as an equipable item. Although I wouldn't be surprised to learn the latter statement was incorrect.
crashrun.livejournal.com
Lousy busy real life... - crashRun: the roguelike
http://crashrun.livejournal.com/5090.html
Lousy busy real life. - crashRun: the roguelike. 17 June 2008 @ 10:52 am. Lousy busy real life. I've been finding myself a bit too busy to do much work on crashRun recently. I haven't totally stalled, but the past couple of weeks I've only been putting in maybe 2-3 hours a week, instead of the 10 or more I'd like to be doing. Progress is being made, though, and I think I'll have a release of 0.3.x at the end of the month (mainly because I have a mini-holiday over the last weekend in June!
crashrun.livejournal.com
crashRun 0.3.0 available! - crashRun: the roguelike
http://crashrun.livejournal.com/6016.html
CrashRun 0.3.0 available! 31 January 2009 @ 11:33 am. CrashRun 0.3.0 available! I've squashed as many bugs as I feel like squashing! I'm releasing 0.3.0 with its fancy-pants new cyberspace! 5 comments Leave a comment. On January 31st, 2009 10:54 pm (UTC). I was using python24 in Macports to get pygame installed. my built-in python had issues with pygame. Getting this error currently:. File "crashRun.py", line 18, in? From src.DungeonMaster import DungeonMaster. UngeonMaster.py", line 27, in?
crashrun.livejournal.com
Home stretch... - crashRun: the roguelike
http://crashrun.livejournal.com/5631.html
Home stretch. - crashRun: the roguelike. 29 January 2009 @ 05:06 pm. Last night I implemented the last of the features I wanted for 0.3.0! Guess which corner case I'd never tested before. I need to update the help file and tweak a few descriptions in game. Beyond that, it's just some bookkeeping - packaging the files, updated the website.
crashrun.livejournal.com
General update - crashRun: the roguelike
http://crashrun.livejournal.com/4243.html
General update - crashRun: the roguelike. 30 May 2008 @ 09:36 am. Otherwise, I've been jotting down notes on how cyberspace is going to work. I also implemented the maze generator for cyberspace maps. Hopefully over the weekend I'll begin to make some headway into implementation. I had this idea recently: to allow the player to go shopping before the game, so they can customize their inventory. Want better armour but less other stuff? Five, if you count me. I'm pleased to say it's become my lunchbrea...
crashrun.livejournal.com
2009 - crashRun: the roguelike
http://crashrun.livejournal.com/calendar
2009 - crashRun: the roguelike.
crashrun.livejournal.com
2009! - crashRun: the roguelike
http://crashrun.livejournal.com/5178.html
14 January 2009 @ 12:56 pm. Well once again there was a several month break in development. I didn't even start anything during the Christmas break, I waited until after. But I think I'm back on the horse and working here and there over the past week or so, I've implemented a few new features. As I've said before, 0.3.0 will be the version that introduces the cyberspace part of the game. When I left off, I had the cyberspace levels generating, entering/exiting and a few monsters.
crashrun.livejournal.com
February 1st, 2009 - crashRun: the roguelike
http://crashrun.livejournal.com/2009/02/01
February 1st, 2009 - crashRun: the roguelike. 01 February 2009 @ 02:17 pm. My tentative feature list for 0.4.0:. Configurable key commands (Val asked for it). Universal Use command (so you can "use" ammo, for instance instead of needing the reload command). Monsters that won't necessarily be awake, active and hunting the player from the get-go. This allows some options for stealth. Need to design how noise will wake-up monsters (explosions, gun shots, eetc.). Tranq guns and tasers. Machine guns and ammo.