April 29th, 2010: Remnant Core: Three six six
Posted by Gravecat at 7:16 pm under Programming, Remnant Core. Comment?

For those who may or may not be wondering where the hell I’ve been lately, the answer is mostly along the lines of being up to my ears in code. I’ve been working pretty hard on Remnant Core, the roguelike project I started in October and put on the bench for a couple of months before digging out again. While there isn’t anything to show off to the public yet, all I can do is assure those who have shown an interest in the project that things are coming along nicely, and I’ve got some screenshots in the Remnant Core section of the site if you want a peek, though it’s early days yet.

Truth be told, most of the work so far has been going into the engine and the structure of the game; I admit I’ve made a lot of mistakes in the early days and more or less had to scrap and re-build everything from scratch around December, and it was largely put on hold aside from a little tinkering until March, but it’s been coming in leaps and bounds over the last month. Debugging has also become less of a pain in the ass, as I’ve got some nicely integrated code to output a more helpful message during segfaults, and recently solved an infinite-loop problem with the city generator which had been baffling me for a good hour before I finally broke down, wrote extra code to output logs to a text file, and sifted through the several megs of output.

19:02 building_a(): Mapping out secondary rooms.
19:02 building_a(): Second sweep for secondary rooms.
19:02 building_a(): Viable green areas found: 0. Cutting out corridors.

Oops. That’s what I get for making assumptions: The secondary corridor routine requires at least one green area (a colour-coded identifier for a certain shape and type of generated rooms), preferably a dozen or more. At least now that’s nailed down, I can see about re-implementing the limited-tries system (which will grudgingly accept below-average quality constructions after trying more than a hundred or so times — with a little luck it won’t segfault this time), and start work on the second building generator. Complicated stuff, but it’ll all be worth it in the end, I guarantee it.


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