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Devlog: Electric Fog

Tuesday, 16 July 2013Journal entry for Alive

This update is brought to you by git branching, hot drinks and popcorn.

I polished the fog that covers unseen and out-of-range map areas.

electric fog

This was a good rewrite.

  • overlay fog for seen areas and black out unseen areas
  • separate move_player() and move_object(), to handle visible object in range better.
  • fix the running path so relative resource paths work
  • only trigger 'exit' and 'message' actions with direct interaction
  • refactor method names to match PEP8
  • add floating game messages
  • add exit portal animation
  • allow map-level overwrites of character stats

you can now override ai modes and behaviour on a map level for nicer level immersion.

  • resize game window to 600x600 pixels

it now fits onto netbook screens

  • polished the computer terminal screen

terminal

  • add a microchip animated tile

  • ai now have movement speeds. can you outrun them...?

  • added a list of computer controlled movement behaviours:

    • random: moves in random directions.
    • magnet: moves towards the player while in sight.
    • updown: patrols up and down, turning around when blocked.
    • leftright: patrols left and right, turning around when blocked.
    • sniffer: follows the player's scent if on the trail.

these can be stacked, so a 'updown, magnet' will patrol and then move toward you if you get too close.

  • update story dialogue texts

    • allow multiple empty lines
    • supports dialogue color per line by defining a tuple like ((r, g, b), "dialogue line here"). lines that are just strings will display with the default color.
    • you can have 'friend' AI types
  • checks collisions for stacked objects including triggers

  • cannot close doors if something is blocking the doorway.

  • walking into walls and triggering switches counts as a turn.