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# Devlog
## Day 7
Hard to believe it's my last day. Looking forward to finishing and having something playable!
With some sleep and brunch in me, I feel refreshed. First step, I do some initial tests, creating little example files with blessed and seems to render out okay. I test out loading in a file and render to screen. Great, now I can integrate this back into my main program.
I decided I was ready to try replacing emojis with unicode from the Useful Unicode page. I tried changing out each of my arrays of terrain or items or buildings, etc and creating ones of unicode instead of emjois. I finished this and tested and....crap... still doesn't align. I went through my code looking for errant emoji, and then realized I was using east asian extra wide latin characters and they seemed to be causing this mis-alignment, so I switched those out. I can't say I love the aesthetic of the unicode exactly either. I guess would have been better to change fonts perhaps.
Strangely, the smiley player character seems too wide, though it doesn't throw off the grid. One of the houses (hut) seems to as well. I'll switch those out.
Okay, starting to integrate screen rendering via blessed. There are a number of bugs and I can't figure out a simple reset and redraw screen. Their example code and documentation leaves a lot to be desired. This program is overkill compared to curses! Anyway, let's see if I can wrap this up. I'm in the home stretch. Almost gave up a little while ago. Not even kidding. I thought I'd just abandon and say I failed to complete and try to get it done later, but no, I want to finish this. I've put in so many hours so far and I want people to try this out. Now that i'm getting the program to recognize directional keypresses in a gameloop i'm feeling a bit better, but still need to get a better handle on how the screen refresh -> draw works so I can wrap this up. Taking a little break to come back at it fresh.
Making a bookmark here to say if I can build a simple example blessed file that can identify the 4 cardinal direction keypresses with arrow keys and to move a little @ symbol around the screen, I should publish that (and possibly do a pull-request). I'd be doing quite a service for future node.js/roguelikers!
## Day 6
Did no work all day. It's now 11:55pm and I'm starting. LOL.
Well, my generator still makes me laugh...
```
🏛️: Great Pickle Camp
⛺: Embarrassed Cake Watering Hole
⛺: Fragile Actor Village
⛺: Nasty Company Village
🏚️: Toothsome Caption Camp
⛺: Typical Purpose Hideout
⛺: Cynical Credit House
⛺: Tranquil Knife Shack
```
First thing, fix the terrain generator. Ugh. Will report back. Goal is to get this working and switch to blessed (curses-like bindings) tonight.
Fixed terrain generator. Didn't take me that long.
Next step, looked into using blessed. I looked at some examples and played around with them. I tried changing colors of text, writing text to different lines, etc. That all went fine. Then I tried to load in a blank dungeon file and draw lines to the screen with blessed. That went okay. Then I tried to load in emojis. Darn, that didn't work. Emojis came out as ???? question marks. Time to abandon that.
[Useful Unicode](https://github.com/globalcitizen/zomia/blob/master/USEFUL-UNICODE.md/)
Ok, so next I tested loading an external savefile with unicode text as terrain. That seemed to render okay. I tried it in gnome-terminal, st and tilda terminal emulators and all seemed okay at loading all of these unicode, in monospaced.
Test unicode text:
```
...▒....྿྿྿....
...▙.......྿྿྿.
.┼..྿...☭ .....
...●/..፨....ᛍ..
```
Next step is to build blessed into my full program file. Not looking forward to this. Probably should have done this from the beginning. I should still think about if I want this to have the program run as the "message of the day" when booting up a terminal. That was my original idea at least.
## Day 5
Started at 11:30 and worked a few hours. Added random places/names, used a project-name-generator to get some honestly great (funny, silly) place-names generated.