Log beginning Jan. 7, 2001
Dec 31, 2001:
- Started main interface changes.
Nov 27, 2001:
- Made the time abstraction framework.
- Did sleeping.
- Did natural healing and scars.
- Did body symmetry.
Nov 1, 2001:
- Made damage detract from ability to attack and move.
- Made items become worn with use.
- Did item breakage.
- Did item sullying.
Oct 14, 2001:
- Worked on speed.
- Again.
Oct 13, 2001:
- Worked on speed.
Oct 11, 2001:
- Made civilizations, towns, and buildings start on land.
- Added compass.
Oct 9, 2001:
- Worked on speed a bit.
- Fixed a clipping bug.
- Fixed a bug that eliminated sections of the town population between games.
Oct 7, 2001:
- Worked on speed a bit.
- Added icon for items on ground.
- Updated travel interface.
- Added some combat information.
Oct 6, 2001:
- Adjusted combat interface.
- Fixed ceiling meshes.
- Fixed collision detection and movement code.
- Increased speed.
- Added a delay loop based on the system clock (mainly for real time).
Sept 30, 2001:
- Adjusted building starting locations.
- Added turn indicator light.
- Fixed height after traveling.
- Changed the AI to the squareless system.
- Fixed height for town creatures.
- Sewed up some gaps between the landscape triangles.
Sept 27, 2001:
- Added interface modes.
- Added combat interface.
Sept 26, 2001:
- Cleaned up some of the main loop code (mainly for real-time).
- Finished movement interface.
Sept 25, 2001:
- Re-added creature collisions.
- Fixed an infinite loop in the movement code.
- Added stick figures, in preparation for models.
- Fixed a bug with creature histories.
- Fixed a bug in the damage status screen.
- Worked on movement interface.
Sept 24, 2001:
- Added cut away zones so you can see inside buildings when needed.
- Fixed a bug with creature altitudes.
- Re-added wall collisions.
Sept 23, 2001:
- Enhanced texture code and added textures to buildings.
- Buildings can no longer start embedded in the terrain.
Sept 3, 2001:
- Fixed a bug with severed limb wound transfer.
Sept 2, 2001:
- Added a real-time option.
Sept 1, 2001:
- Worked on squareless movement.
Aug 16, 2001:
- Started graphics/interface update.
Aug 15, 2001:
- Finished the conversion cleaning.
Aug 14, 2001:
- 5/22 left.
Aug 13, 2001:
- Dealt with 3 more conversion error ridden files.
- 11/22 left.
Aug 11, 2001:
- Fixed some of the conversion errors.
- Many more where they came from.
July 26, 2001:
- Working on OpenGL/3D stuff past few weeks.
- Started 3D conversion of Armok.
July 7, 2001:
- Worked on OpenGL demos.
June 24, 2001:
- Began fleshing out bodies (starting with improved body part weapons).
June 20, 2001:
- Fixed a bug with bludgeoning damage and nerves.
June 19, 2001:
- Converted many of the types in the combat code to doubles.
- Expanded and tweaked the strike breadth code.
June 18, 2001:
- Fixed the crash bug (there are still a few lurker however).
- Standardized some of the random elements to help combat testing.
- Added item and creature mass, based on volume and material density.
June 17, 2001:
- Finished fixing the consciousness net.
- Put stunning back in.
- That night:
- Put in some fundamentals for damage effects.
- Started movement damage effects.
- Added attacker losing grip of weapon.
- Made attack power bonus from size and strength more sensible.
- Worked on stance support damage effects.
- Introduced a crash bug.
June 15, 2001:
- Began fixing the consciousness net (almost done).
May 17, 2001:
- Fixed one of the bugs (see below).
- Then I fixed more -- only one left!
- I went on to fix that as well.
May 15, 2001:
- Finished fractal maps -- aside from some bugs.
May 14, 2001:
- Started some fractal map code to fix the problem with altitudes meshing incorrectly.
May 12, 2001:
- Simplified the graphics so I can make additions more quickly.
- Working on snazzy graphics for now is a waste of time, since basic alterations in the game will end up trashing whatever system I use for now.
May 6, 2001:
- Don't have to abbreviate May.
- I optimized the 3D vision routine.
- There will probably be a few bugs to clean up involving the look command now, but the game runs a lot faster.
Apr. 21, 2001:
- Started fixing up those ugly maps.
Apr. 15, 2001:
- Did some optimization, and upgraded the graphics system.
- I've had to disable the 3D vision routine temporarily while I find a way to optimize it.
Apr. 7, 2001:
- Worked on item manipulation interface (corpse processing).
Mar. 14, 2001:
- Fixed the corpse bugs (crashed when you picked up a corpse piece, or if it didn't crash then, it crashed when you attack with it).
Mar. 11, 2001:
- Put a cap on editors for now.
Mar. 10, 2001:
- Worked on motif editor interface.
Mar. 9, 2001:
- Finally completed the save/load functions -- for good this time!
Mar. 8, 2001:
- Finished creature form editor.
Mar. 7, 2001:
- Worked on save/load functions.
Mar. 5, 2001:
- Backtrack a bit -- need to convert my save/load pairs to binary.
- The text files are too large!
- One species was 180KB!
- I said they were fairly complicated:)
Mar. 4, 2001:
- Continued on the saving and loading -- it's the species body representations, so it's fairly complicated.
- Update:
- Finished the saving.
- Just need to paraphrase all of the save routines as load routines...
Mar. 3, 2001:
- Started species editor (one last set of save/load pairs).
Mar. 2, 2001:
- Finished the item class editor.
Mar. 1, 2001:
- Continued on the item class editor.
Feb. 26, 2001:
- Made some decent progress on the item class editor.
Feb. 24, 2001:
- Finished material editor.
- Added some keyboard handling code (for entering certain characters and doing upper/lowercase names).
Feb. 19, 2001:
- Messed with the species definitions so as to accomodate a creature editor.
Feb. 18, 2001:
- I'm done with the most important saving and loading functions.
- I can now make editors for species, motifs, forms, items, the item skill tree and styles.
- I also made some "stock" files for use in preset universes.
Feb. 17, 2001:
- Continued tinkering away at editors.
- Making the saving and loading functions is tedious -- only 22 left to go!
Feb. 14, 2001:
- Started editors -- specifically some of the overhead to save and load the files and a menu to select a specific editor.
Feb. 13, 2001:
- Temporarily standardized the races for character creation.
- Finished character histories skeletons.
Feb. 8, 2001:
- Put in a lot of groundwork for histories (character, entity, world, and location).
- Messed with my naming functions a little.
Feb. 7, 2001:
- Continued character generator -- on to character histories.
Feb. 6, 2001:
- Started character generator.
- Fixed some gender problems.
Feb. 2, 2001:
- Planned a bit and stuck in a fake snowline and fake oceans -- basically map colorings based on altitude to make things look nicer.
- These will be meaningful in time.
Feb. 1, 2001:
- Fixed a problem with some floating slopes.
- Fixed a problem with starting creature altitudes (this caused some problems for the poor things -- either a nasty fall from starting in midair, or just being encased in rock).
- Fixed a bug involving the new abstract species and materials (items made from creature materials is disabled for the time being).
- Changed some colors on the travel/map screen.
Jan. 29, 2001:
- Fixed graphics bug -- should work on many more computers now.
- Started city construction plans, although I won't do much with these now (there just aren't enough interesting things to back them yet).
Jan. 28, 2001:
- Fixed very annoying crash bug, though there are still some left.
- Creature populations are now realized.
- Fixed a bug with items/liquids -- you can now find them again no matter how far you go off in the world.
- Gave civilizations and cities names (albeit bad ones!).
- Fixed a bug that reordered items on the ground.
Jan. 27, 2001:
- Continued realizing populations.
- Introduced very annoying crash bug.
Jan. 26, 2001:
- Put global entities on the world map in travel mode and fiddled with that screen a little.
- Added abstract city populations.
- Started realizing them.
Jan. 23, 2001:
- Planned city populations.
Jan. 22, 2001:
- Added travel interface.
Jan. 20, 2001:
- Added entity sphere of influence.
- Added city sphere of influence.
- Cities now generate buildings.
Jan. 19, 2001:
- Continued working on city implementation.
Jan. 18, 2001:
- Started basic cities (there will be some buildings and creatures -- nothing much, as the game is otherwise too impoverished for much to happen right now).
Jan. 17, 2001:
- Added very basic entities (right now, this means civilizations and religions that will next be used to generate cities and buildings).
- Think twice before letting your younger children see Labyrinth.
Jan. 16, 2001:
- All compiler errors resolved.
- Created and fixed a crash bug:)
- Added abstract species.
- Added ecosystems with populations of sentient creatures (note: this isn't full ecosystems, just a place holder for the populations for now).
Jan. 15, 2001:
- Down to 462 compiler errors from the original 887.
- There isn't anything horrible here -- just routine cleaning.
Jan. 14, 2001:
- Finished basic necessary structures for entities, populations, ecosystems, biomes, and cities.
- As a result of some structure tweaks, 887 compiler errors popped up, so I need to do a little cleaning before I move on!
Jan. 13, 2001:
- Continued with entities and map features, specifically starting basic population and civilization structures.
Jan. 12, 2001:
- Started structures for entities and map features.
Jan. 10, 2001:
- Nearly finished edge data -- mostly bug chasing (accidentally swapped the fourth and fifth bit in one section of code. This swapped east and west, and things briefly looked very strange).
Jan. 9, 2001:
- Started edge data.
Jan. 8, 2001:
- Finished rudimentary Z-layering.
- There are now altitudes, with sky above and earth below.
- I'm still working on the actual altitude generation, and I have a feeling that the altitude generator will remain a work-in-progress as the rest of the program moves along.
Jan. 7, 2001:
- Started maps (Z-layering).