Used the feedback from my rejected ship request to fix some bugs I hadn’t found before.
Image has nothing to do with this devlog, but I had to attach something…
Log in to leave a comment
Used the feedback from my rejected ship request to fix some bugs I hadn’t found before.
Image has nothing to do with this devlog, but I had to attach something…
Log in to leave a comment
This is the demo for my Text Adventure Project!
It does not contain all the features I wanted to make, but it works for now.
This is a Text Adventure (Wow, suprise!), meaning it runs in your CMD. You interact with the world arround you via text-commands, like “take healing potion” or “go north”, fight enemies and try to keep your player alive. If oyu have read the project description, you already know that I wanted to create a “professional” text adventure in contrast to the ones I made when I started to learn programming, these “adventures” were really small hard-coded python scripts with maybe 50 lines of code. Not entertaining, but I learnt something.
That being said, this Text Adventure was supposed to have plenty of features, like plugin support, so the games content could be altered easily! But, as I said, that’s not finished yet. So for now, here’s a demo of all the things I managed to accomplish!
Final improvements/fixes for the ship.
Log in to leave a comment
I have started working on a plugin system.
This took me a lot of time however, since I previously had no idea on how to work with DLLs, and what I need to do to make a functional plugin system. In addition: It’s not really working yet, the plugins can’t access most of the game, so there is not much a plugin can do.
I also made some optimizations etc. to the code.
Log in to leave a comment
Fixed the help page being displayed without fitting the console window, which would result in scrolling being enabled making Console.Clear() useless, making everything look bad. This unwanted behaviour can still be triggered in other ways, but at least this one is fixed.
Bugs/Thrown Exceptions now get properly caught and reported to the user, featuring an automatic bug report feature, where you can automatically send a bug report containing error type, message and stack trace to me.
Changed some colors in the inventory. (Colors are optimized for windows, might look bad on other OS)
Log in to leave a comment
Today’s Coding Session is over:
Doing things in the inventory now displays a message telling the Player what happened (See screenshot). So if you use a healing item, you are told that your character got healed by xx HP.
Killing enemies gives you some money now.
Some minor improvements to the code were also made.
Log in to leave a comment
Again, a huge devlog. I had a huge accident with Git/GitHub. Long story short: Merge conflict, git pull –rebase didn’t work, some deleted files came back to life. Had to manually clean it all up.
New Features:
You can now attack, kill, and (try to) talk to hostile NPCs (before they beat you to death).
I also rewrote some old code and made use of events, which allow me to do more flexible stuff when the Player enters a room for the first time or kills special enemies.
Oh and like 4 hours of the logged time belong to a devlog I made a week ago, since WakaTime apparrently tracks Time per machine, and I wrote my code on a different one last week… anyways, I got my time logged, so that’s taken care of :)
Log in to leave a comment
I implemented the trading and selling of items with NPCs.
Also, small code cleanup.
Log in to leave a comment
I spent some time improving the Readme.md, and tried to make some badges so the page looks like a “serious, professional” project :P. I still have not understood how badges work, but they are being displayed and look nice, so that’s good enough for me.
Also, I created an organization and moved the project over to it, and I set up a self hosted runner on my very own Ubuntu server, so now I can run as many GitHub Actions as I want =)
Log in to leave a comment
A lot of things have changed. As you can see. 14 Hours. Wow
For some reason, Flavortown just stopped logging my time to the original repo, so now I have two different Hackatime-projects that are the same thing, and it took me a long time to figure that out. And after that, the “Create Devlog” Button did not work. Thats why this is one single 14-Hour Devlog. The game itself has not changed that much for 14 hours, so I am just going to list a few things:
Thats it for now.
Log in to leave a comment
More improvements. I added a debug command “kys” to test damaging the player. I have also added more functionality to the inventory, though its still shit.
TLDR:
Lots of small improvements.
Log in to leave a comment
I started implementing a inventory system where you can go through your inventory item by item, inspecting, dropping or using them. However, as of right now, it does NOT work yet and I have to call it a day. Heres a screenshot of some random “gameplay” (You can’t really call it that at this stage of development).
Log in to leave a comment
Moving from area to area / room to room is now possible!
I have also decided to rebuild the RoomDefinitions Class, since I ran into NullReferenceExceptions.
I also added another room, and a lot of small things.
I think that most of these devlogs will feature game mechanic updats, and that the story is going to be built in parallel.
Log in to leave a comment
It is now possible to pick up Items from Rooms.
Had to change some things, the biggest issue was that item names contained ANSI escape sequences to make their names appear in color, but I found a simple workaround.
Log in to leave a comment
So far, I have run into several issues with Java. It does not let me do the things C# can do, for example:
I can’t intercept Key Inputs in the native console, and Scanner.next() and nextLine() are not doing what I want to do. That’s why I am going to continue development in C#.
Log in to leave a comment
I wanted to make the diary password protected, so the first thing I did after fiddeling arround with avalonia was creating a login dialog.
Most of the time logged in this devlog was spent finding out how Avalonia works. Tunrs out it’s a lot like MAUI.
Log in to leave a comment
I tried implementing dark mode.
I was hoping that if I applied the dark colors to the parent (Form), all of the children (Controls) would inherit them. But they don’t.
So for now, its a messy, hard to expand if-statement that manually changes the colors of all individual elements.
Log in to leave a comment
The Video Viewer now has a proper pause button that displays the corresponding icon depending on the players state.
I also fixed a null assignment error in the password verification process and added a checkbox in the settings to toggle dark mode, which I am going to work on in the future.
Log in to leave a comment