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# Devlog
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## Day 7
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Hard to believe it's my last day. Looking forward to finishing and having something playable!
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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.
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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.
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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.
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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.
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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!
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## Day 6
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Did no work all day. It's now 11:55pm and I'm starting. LOL.
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Well, my generator still makes me laugh...
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```
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🏛️: Great Pickle Camp
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⛺: Embarrassed Cake Watering Hole
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⛺: Fragile Actor Village
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⛺: Nasty Company Village
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🏚️: Toothsome Caption Camp
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⛺: Typical Purpose Hideout
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⛺: Cynical Credit House
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⛺: Tranquil Knife Shack
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```
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First thing, fix the terrain generator. Ugh. Will report back. Goal is to get this working and switch to blessed (curses-like bindings) tonight.
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Fixed terrain generator. Didn't take me that long.
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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.
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[Useful Unicode](https://github.com/globalcitizen/zomia/blob/master/USEFUL-UNICODE.md/)
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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.
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Test unicode text:
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```
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...▒....྿྿྿....
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...▙.......྿྿྿.
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.┼..྿...☭ .....
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...●/..፨....ᛍ..
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```
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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.
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## Day 5
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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.
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