Log beginning Aug. 13, 2000
(work on the C version of this project actually began in the summer of 1993 - it has its roots in an even older BASIC program called "DRAGSLAY")
Dec. 18, 2000:
- Put in energy and endurance.
- Exhausted creatures pass out if they fail willpower checks.
- Creatures AI now has creatures wait if they are tired and not in any danger.
- Inventory interface is cleaner - pressing W always did something, but now it tells you about it!
- I also specified attack components for the items.
- That is, when you wield a composite item like a short sword, you will attack with the blade instead of the hilt.
- This was not the case before (except for your initial item, luckily).
Dec. 17, 2000:
- Made the proper components of items be used in grasps and attacks.
- Worked on the combat options screen.
- It now saves the universe seed in a file so you can play the same universe if you like (even if you quit).
- You can also play a new one each time.
- Again, the following were done after posting today's version (0.03.04):
- For those who love jumping in the compound "moat" but can't escape (you know who you are!), I've made an underground entrance to the compound and some underground rooms.
- The compounders can now populate all these areas.
- I've also changed the Beast's Layer.
- The caves are a quite ugly right now, but I have to start somewhere!
Dec. 16, 2000:
- Put a canyon around the compound. Fixed a bug involving square occupancy.
- Made the creatures a little more discerning - they don't pile up at the bottom of the canyon surrounding the compound anymore!
- Added short-term waiting.
- Added a dialog for ceasing actions when under attack.
- I did the following after posting Version 0.03.03, so they won't be up today:
- pain tolerance linked to willpower (so if you want to work your mental attributes, just get hit a lot!).
- Cleaned up aiming preferences between scenarios.
Dec. 15, 2000:
- Did some work updating status screens.
- Put in a default player name if no name is entered.
- Fixed a bug involving depth of wounds.
- Put pain back in.
- Fixed another bug with finger and toe numbers and wounds.
Dec. 14, 2000:
- Put in version numbers, other tweaks to opening screen.
- Messed with the text at the top.
- Put in a lot of status info at the bottom of the screen (that appears when you are wounded).
- Fixed a bug involving clean up between scenarios.
Dec. 4, 2000:
- Put in parrying and blocking.
Dec. 3, 2000:
- Put in liquids and blood spillage.
- Fixed many bugs.
- Did some damage stuff relating to size.
Dec. 2, 2000:
- Did styles, ways, and techniques.
Dec. 1, 2000:
- Reinstituted unarmed (striking) combat and dodging.
- Put in skill effects.
- Put in attributes effects, and did physical attributes.
- Put in body familiarity skills and effects.
Nov. 30, 2000:
- Continued on with tissue damage (growths postponed until I actually add some).
- Did the basics of it.
Nov. 29, 2000:
- Changed some startup windows code.
- Did map events.
- Altered material structures in preparation for tissues/growths.
- Did tissues/growths in species definitions enough to damage them.
- Did function effectiveness effects - still need to actually implement tissue/growth damage.
Nov. 26, 2000:
- Planned out skills.
- Started item wielding skills.
Nov. 25, 2000:
- Grasp check for missing limbs reinstated.
- More inventory manipulation put back in (dropping, wielding).
- Some minutiae involving primary grasp construction in species.
- Made a cheap "Human" and "Humanoid" species for use with the compound scenario.
Nov. 24, 2000:
- Continued grasps, inventory, etc.
Nov. 23, 2000:
- Finished what's going to be done of overhead for now. Set up basic scenarios.
- Started generalized inventory.
Nov. 22, 2000:
- Started the pre-game screens, in preparation for genre, atmosphere, and plot.
Nov. 18, 2000:
- Cleaned up some compiler warnings.
Sept. 24, 2000:
- Finished aiming.
- Did auto-action and specific attack interfaces.
Sept. 23, 2000:
- Fixed bug with vision loss on slopes.
- Fixed bug with retained interface views between games.
- Fixed bug with vision and walls.
- Worked on attack and aiming interface.
Sept. 22, 2000:
- Reorganized papers.
- Made map interesting enough to test future combat code.
Sept. 10, 2000:
- Continued on isometric view. Changed creature placement.
- Worked on site generation.
- Drew up more creature pictures.
- Added temporary map.
- Added help.
Sept. 9, 2000:
- Finished basic isometric view.
Sept. 6, 2000:
- Added some basic species names and descriptions.
- Worked on cleaning code to allow repeat games.
Sept. 5, 2000:
- Implemented simultaneous commands and actions.
- Finished basic combat actions (lots of work remaining).
- Fixed severing.
Sept. 4, 2000:
- Started basic combat actions (rewrite from random creatures).
Sept. 3, 2000:
- Fixed some pointer bugs involving attributes.
- Did block-indexed square occupancy in preparation for combat.
- Also updated command structures.
Aug. 31, 2000:
- Planned next five programming steps (fighting and skills).
Aug. 30, 2000:
- Improved function effectiveness storage.
- Fixed a bug with dying and body parts.
- Implemented the consciousness net.
- Did motif-species-creature attributes, but they just atrophy right now.
Aug. 29, 2000:
- Worked with building blocks, especially size.
- Fixed some lighting bugs.
- Did item placement.
Aug. 28, 2000:
- Fixed the quitting code.
- Worked on project goals list.
- Resumed work on building blocks, functions, tissues and growths.
Aug. 27, 2000:
- Did map size reduction and Z-Blocks. Still some bugs with lighting.
Aug. 26, 2000:
- Finalized plan of future programming steps.
- Worked out first five in detail.
Aug. 21, 2000:
- Completed layered interface coding (still could be bug-ridden).
- Planned future programming steps.
Aug. 20, 2000:
- Added dialog box for automatic spell ritual continuation and improved old dialog code.
- Almost completed layered interface coding.
- Reworked main loop structure.
Aug. 19, 2000:
- Implemented teleport spell effect for creatures.
- Added "Teleport Self" and "Teleport Creature" spells, as a means of introducing spell casting in general.
- Implemented the spell loop - still need to add user ritual interaction and targeting.
- Implemented some of the ritual code.
Aug. 18, 2000:
- Added structures and variables for magic and rituals, as well as the structures for gesture-based teleport spells.
Aug. 17, 2000:
- Finished chapter II of manual (preliminary).
Aug. 16, 2000:
- More planning (entities), began the manual.
Aug. 15, 2000:
- Continued planning magic, other things.
Aug. 14, 2000:
- Planned magic system (again).
Aug. 13, 2000:
- Added DirectX 7.0 Support (DirectDraw only).