Age of the Dead V0.1

Well, I busted my hump yesterday finding the perfect solution for redrawing, implemented, tested, then added everything else that was suggested like Male’s start +1 Str and Females +1 Dex ect…

If you have time try it out http://mbrenaman.com/AgeOfTheDead.jar.

I would like to know what you think of the transparent rectangles under the messages and minimap.

Also @dranonymous, I’m 22 and not being 14 anymore and having such a newb problem bothered me but I suppose when 44 or 66 and I’m writing a space shooter for my new halographic computer display, I’ll have newb problems :smiley:

I can’t load my saves with the new version :frowning: I had 98 HP.

Oh and I have more suggestions:
Make down and up stairs look different in the game and on the mini-map, and also make doors show up on the mini-map.

EDIT: I just tried playing as a ranger, found a rat, and missed every shot (I had bow and arrows equipped) until he killed me :stuck_out_tongue:

EDIT 2: I was walking around as a mage, and I saw a red dot floating around, but when I got next to it I couldn’t see anything there…

Sorry Malohkan but in these early versions whenever I change a data member in the main Dungeon class or any of its members members and so on, saved games will be incompatable. There are way around this but I haven’t implemented this early on.

I changed the stairs and doors on the mini-map and stairs up/down tiles do look different but they are also temp tiles (like the female Mercanary (take a look)) so hopefully the final versions will be easier to distinguish.

I could not recreate this bug you found with the Ranger and the missing rats, tried a bunch of stuff and everything worked fine :frowning: so that’s not good. When you say miss you do mean the actual “Miss” tile appears over the rat?

As for the second bug I’m totally lost, the code for the minimap and map of stuff you’ve seen very small and straight-forward and I can’t find anything wrong with it after double-examination. I have no clue how a red square could appear with an non-merchant npc not present. I’ll keep looking though.

Any updates I could make have been uploaded.

There is no reason for your saved data to become corrupt when you recompile.

A tip, use the XMLEncoder and XMLDecoder classes. It is no work at all. All you need to do is to make your data classes Java Bean compatible, which as you may know, in this case means your data classes only have to provide an empty costructor and get/set methods for all your variables.

A quick example


public void saveBeanToDisc(String url,Object o){
            try{
                  XMLEncoder e = new XMLEncoder(
                                          new BufferedOutputStream(
                                          new FileOutputStream(url)));

                  e.writeObject(o);
                  e.close();
            }catch(FileNotFoundException ex){

            }
      }

public Object loadBeanFromDisc(String url){

            try{
                  XMLDecoder e = new XMLDecoder(
                        new BufferedInputStream(
                        new FileInputStream(url)));

                  Object o = e.readObject();
                     e.close();
                  return o;
            }catch(FileNotFoundException ex){

            }

            return null;

      }

if I manage to reproduce the invisible rat bug, I’ll let you know. Till then, don’t worry about it :wink:

But yeah, I started as a Ranger, male I think, and I went straight after some rats, and got the Miss tile every time I tried to attack.

Ahh I figured it out. I needed to click Fire, I was just right-clicking. How about making right-click do the appropriate attack option for the class, and left-click just move? Oh, and if attacking non-hostiles is off, maybe right-click could Talk to NPC’s you can talk to.

When you email me asking for details on how to make your game webstartable, I’ll show you what I do for game saving which is VERY compact and easy to customize for changes so you can do things like:

if (gameVersion < 0.8)
   newVariable = 0;

EDIT: I haven’t tried XML Encoder/Decoder, you should give that a shot first as it might be even easier :wink:

Yea, the article I was reading about Serialization for games had something like. I was going to check out later on but since you have a method I’ll get it from you :slight_smile: thank you.

Also, XML for the script text files, I looked into it and it would be kinda nice to use but early on when I was making the game I thought it would be over kill but with so much script stuff already and more script coming I think it might be the best thing to do. I’m going to take some time to look into.

You should join #javagaming on irc.enterthegame.com. I’m logged in there for at least 5-6 hours a day. We could chat lots there about stuff more quickly.

Have spiderweb released those graphics to the public domain?

You can take a look at each tile in gif files. No graphics were ripped, there are no matching tiles.

The text background is exactly what I was thinking, with one exception. Right now as you add text the ‘box’ grows until you get the max number of lines, then the lines start to scroll. Make the box be the full size, even before you have text there. This lets the player know its an ‘info’ area right away.

I still wish the view was larger around the player.

The CPU seems to be acting very nice now, good job. :slight_smile:

Dr. A>

Well, when you say you wish the view was larger do you mean the whole game area or just the illuminated tiles beacuse as you go through the game there will be other light sources that provide much more light.

Glad I got that whole cpu time consumption thing going right thanks for running it :slight_smile:

I’ll also make the default size of the text background larger, 7 lines of text larger, so it will be there for the player to notice and help define aestically that thats the message area.

EDIT: ok did that and I added auto function command last night to the right mouse button which will open close doors get items look talk and do specific a attack based on your class.

http://mbrenaman.com/AgeOfTheDead.jar

Yeah I think making the radius 3 instead of 2 might be nice, because isn’t it possible (if you’re not holding a torch or near one) for a spider to spit at you without you even seeing him? It’s at least worth a shot to change and see how the game is affected by the change.

Hmmm, I set the Simple Torch’s radius to 6, thought that was plenty for your first ligthsource???

Don’t tell me you have not been using the torches, if you are and the light radius is small then something is seriously wrong with my web host, computer, eyes, and/or brain.

Well if you use all that you have they won’t last 5 minutes and it takes about 15-20 to clear a level. I won’t ever buy one because I’m trying too hard to buy better equipment. They are nice, but they’re too expensive and too few at the start so their help doesn’t last that long.

Perhaps if there was a way to replenish them by using a burnt out one next to one of those working torches…

O thats no problem, I’ll just increase their burn length by %250, see if that does the trick.

The burnt torches are going to fall under the inclusive group of items you need for alchemy. Alchemy is going to be a term used for combing tools + supplies into new items. So a burnt torch + (Cotton Pants or Cotton Shirt or Rag (not in game yet)) + Potion of Oil(not in game yet) = new Simple Torch. Some of these skills will be easy for any class to learn with a WIS >=2, so even the Merc can “craft” stuff.

oooo I like it. And using alchemy will add exp to the WIS stat too right?

Yea Wisdom increases with Crafting. Intelligence goes up with mana use and both can be raised by reading.

Btw: 1/2 done getting Alchemy/Crafting in and I’m adding the stuff for the second floor. Also had to make some changes like locked doors and quest/unique rooms can’t start connected to each other. I’ll probably post a new version in a ~couple of days.

Thanks once more for your help ;D

This seems very promising, keep up the good work :slight_smile:

Thank mudman (and everyone else). V0.2 almost done with a brand new floor to rump through and many changes. I’ll keep you updated.

After much effort I’ve flattened out alot of bugs and changed alot of stuff and I have completed V 0.2.

Some notable changes are the UI, crafting, and a second floor. Anyone who’s interested, the game can be found at http://mbrenaman.com/AgeOfTheDead.jar.

Also, I have some questions for anyone who does play it.

  1. Item pick up is purely automatic. You walk on it, you pick it up. Should I make it to where you must either press right-click or number pad’s center (5) to pick up items.

  2. Arrow projection. Right now, arrows travel in a straight line to thier target, hitting anyone else in its path. Should I make it where arrows fly over any other npcs except the target?

  3. Do I need to add Wooden Arrows. If you’ve played the Ranger, you’ll notice you can make your own arrows and bows. Right now you need bones to make arrow heads for Bone Arrows. Should I add Wooden Arrows as an alternative for someone who has no Bones?

Well, hopefully I’ll get some input. Thanks everyone in advance. :smiley: