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Incline SHELTER update thread

Prosper

Educated
Joined
May 30, 2010
Messages
278
soggie said:
I hear ya.

Right now I'm skipping between 3 languages: PHP (with HTML, CSS and JS thrown in the mix) for my work, Python for my roguelike, and C++ for my game engine. Even after years of being trained to skip on languages (started with C++, move to Java, then to Actionscript, back to Java, on to Javascript, and finally to PHP), I still rely heavily on short 'refresher cheat sheets' that I keep around for each language just in case I need to dive back into one of them one day for some project.

You're an architect type I guess, for having your brain fit in more comfortably with the big picture.

Architects are not part of the picture, they just define what the picture should look like.
 

soggie

Educated
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Tyr
Prosper said:
soggie said:
I hear ya.

Right now I'm skipping between 3 languages: PHP (with HTML, CSS and JS thrown in the mix) for my work, Python for my roguelike, and C++ for my game engine. Even after years of being trained to skip on languages (started with C++, move to Java, then to Actionscript, back to Java, on to Javascript, and finally to PHP), I still rely heavily on short 'refresher cheat sheets' that I keep around for each language just in case I need to dive back into one of them one day for some project.

You're an architect type I guess, for having your brain fit in more comfortably with the big picture.

Architects are not part of the picture, they just define what the picture should look like.

In an ideal world, yes. In all of my experiences the architect's the one who codes the skeleton and directs the code direction while programmers under him fill in the blanks. That's in a company with more than 500 engineers hired under its flags.
 

shihonage

Second Variety Games
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Bubbles In Memoria
soggie said:
I hear ya.

Right now I'm skipping between 3 languages: PHP (with HTML, CSS and JS thrown in the mix) for my work, Python for my roguelike, and C++ for my game engine. Even after years of being trained to skip on languages (started with C++, move to Java, then to Actionscript, back to Java, on to Javascript, and finally to PHP), I still rely heavily on short 'refresher cheat sheets' that I keep around for each language just in case I need to dive back into one of them one day for some project.

Got a refresher cheat sheet for PERL regular expressions?

(shoots self)
 

soggie

Educated
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Aug 20, 2009
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688
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Tyr
shihonage said:
soggie said:
I hear ya.

Right now I'm skipping between 3 languages: PHP (with HTML, CSS and JS thrown in the mix) for my work, Python for my roguelike, and C++ for my game engine. Even after years of being trained to skip on languages (started with C++, move to Java, then to Actionscript, back to Java, on to Javascript, and finally to PHP), I still rely heavily on short 'refresher cheat sheets' that I keep around for each language just in case I need to dive back into one of them one day for some project.

Got a refresher cheat sheet for PERL regular expressions?

(shoots self)

1 - curse company
2 - see point 1
 

shihonage

Second Variety Games
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Shelter setting and skeletal quest flow summary fits on one printed page, which is good, as it is the only format I can manage.

Previous attempts to detail every little thing were cumbersome and imprecise, because of the need to sync the document back and forth with the game itself. When the game can't manage to accomplish "textual quest description", the quest needs to be altered to fit into existing game mechanics,which would send me back to the document every time...

So, as it stands, on many "how-tos", the game IS the document. It has examples of functionality, and it also generates area and quest reports.

* * *

The next feature will be "game saving and loading", because it will be required to troubleshoot Shelter, and recreating all the conditions involved every time would be a horrific waste.

If I need to troubleshoot a scenario where 3 quests are complete and I'm wearing leather armor and I have 5 doctor skill and no ammo and standing on the edge of the map when something weird happens, I NEED to have that savegame.

Hope to make some actual progress before manager at work dumps "Project #2" on my head.
 

Boddler

Educated
Joined
Aug 28, 2009
Messages
95
Prosper said:
Soggie said:
You're an architect type I guess, for having your brain fit in more comfortably with the big picture.
Architects are not part of the picture, they just define what the picture should look like.
I believe you are thinking of photographers. Architects define what buildings should look like.
 

shihonage

Second Variety Games
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Game save/load functionality is nearly complete! (Through console commands SAVEGAME/LOADGAME with index of the save slot used).

Shelter remembers map structure of levels you visited, which in theory allows for maps to be mutilated by Player in a variety of ways.

At this point, I will limit environment alteration to just "blowing things up in select instances".

Also, I am considering changing the "Diablo" player-centered camera back to Fallout-style roaming camera (which at the moment only activates in COMBAT).

Maybe I should start posting a random screenshot every week. Here's one.
outdoors.jpg
 

Durwyn

Prophet
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Oct 29, 2006
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Erewhon
shihonage said:
Also, I am considering changing the "Diablo" player-centered camera back to Fallout-style roaming camera (which at the moment only activates in COMBAT).

Please, don't. I can see the reason why it shouldn't be player-fixed in combat but not while freeroaming. At least make it optional.

And keep fighting the good fight. Shelter is very high on my top anticipated list.
 

Krash

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Nov 26, 2008
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gengivitis
Holy shit, an ambitious one man game project that isn't all vaporware and looks like fun. :salute: And the way towards the goal makes for good reading too.
 

JohnBeloe

Novice
Joined
Sep 9, 2010
Messages
19
Re: Shelter weekly update (09/01/2010)

shihonage said:
Shelter: (a CRPG which is NOT A MOD of Fallout: Tactics)

Lol

Yes it is, bro. Did you really think we would not recongnize the engine?

See about getting a license from interplay before saying this again.
 

JohnBeloe

Novice
Joined
Sep 9, 2010
Messages
19
Is it? He is using the fallout tactics engine to make a fallout tactics clone.

It is a glorified mod. And he won't ever be able to sell it without permission from the owners of the engine.
 

soggie

Educated
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Aug 20, 2009
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688
Location
Tyr
JohnBeloe said:
Is it? He is using the fallout tactics engine to make a fallout tactics clone.

It is a glorified mod. And he won't ever be able to sell it without permission from the owners of the engine.

Friggin' trigger happy shoot-first-ask-questions-later american. He wrote the engine from scratch.
 

JohnBeloe

Novice
Joined
Sep 9, 2010
Messages
19
My bad then.

Still, don't you have any better idea than making another fallout clone?

I mean, why does every developer either mods or clone arcanum and fallout?

Dude, you got to be original if you want to break through. No need to waste your time on boring shit like this.
 

soggie

Educated
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Tyr
JohnBeloe said:
My bad then.

Still, don't you have any better idea than making another fallout clone?

I mean, why does every developer either mods or clone arcanum and fallout?

Dude, you got to be original if you want to break through. No need to waste your time on boring shit like this.

I guess you better read his premise. He's using Fallout Tactics art as placeholder artwork, and the premise is more System Shock than Fallout, to be honest. It's pretty interesting for me.
 

shihonage

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My "real job" manager is scrutinizing my every move. He may be trying to make me quit. Today was worst of all.

I have no energy for this update, sorry.
 

soggie

Educated
Joined
Aug 20, 2009
Messages
688
Location
Tyr
shihonage said:
My "real job" manager is scrutinizing my every move. He may be trying to make me quit. Today was worst of all.

I have no energy for this update, sorry.

Want any ideas for practical jokes?
 

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