Cyclopean Development Update and Writing Sample
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Hello, and welcome to the first in many weekly updates on the progression of Cyclopean. Scott asked me to do these to inform you folks on where my efforts stand, record things for posterity (such as if we get weird bugs down the track, someone might say, "hey didn't you say you were going to blah blah blah several months ago? That would do it!") and possibly, his way of making sure I am sober at least once a week. These updates will be posted on a Monday (his time) which is long gone where I am, so just let me start by saying...
Welcome, TO THE FUTURE!!
{cue Twilight Zone music}
Now... prior to getting the engine, I was doing a lot of what I called 'flowcharting', which specifically meant (or ended up meaning) outlining some of the functions I would need to write and how I thought the general structure of parts of the engine would look (the dialogue section, the combat section, the levelup section etc). There were a few false starts as I realised how much of what I had in mind wouldn't have to be done from scratrch but could be done with the existing functionality of the engine (such as I am able to understand it without full documentation) and along the way I also moved from working on the dialogue side of things (which will involve accessing text files of some sort, which is way outside my comfort zone atm) to the combat side of things (which will involve writing and calling lots of functions and is where my experience lies). I've also been cataloguing, as it were, the various different states a character might be in (asleep, prone, unconscious, bleeding etc etc etc) and which of Scott's many skills and traits affect what, and when exactly to calculate AC / damage / to hit etc etc etc, and what will have to be carried forward to where, and asking Scott lots of obscure questions, and slowly inching forward.