PurpleRune is a cool little RPG game in which you fight, steal, and explore your way around procedural dungeons with procedural weapons and procedural monsters
This week I've been working on everything and development is moving pretty fast, albeit a small fraction of what I hope will be in the Alpha...
Posted by jordo834 on Apr 2nd, 2012
Hey Guys, It's me again with your incredibly reliable weekly dev log. This week, I've started work on the chunk system, fixed shadows, and added a bit of polish to the game, i've also started keeping a changelog, which is downloaded with the launcher, alongside the game executable.
This week I began work on the chunk system, which will use a fixed size room and load/generate chunks from file, the room size has been decreased and so it loads a lot faster, I've also developed a method for making this system work, I'm hoping to have the chunk system working in the next few weeks.
I also added some more functionality to doors and they now work flawlessly, the transition times are quick and the game is really started to shape up. As you can see, I also added key cues for the doors.
This week, my partner also put together a really cool little video displaying the current stage that PurpleRune is at. However there is a bit of a non-responsive moment at the beginning of the video, this was due to the old loading system, this is now cut down to nothing, as I'm using a new chunk method, which utilises a tiny room and lots of loading things. This means that we can generate infinite worlds, as long as you have the HDD space!
So that's just a little bit of the progress we have so far, but to see what I've done since the last dev log, here is the current changelog:
-[25.03.12]Added Changelog to Launcher
-[26.03.12]Added Dungeon Doors to outside
-[26.03.12]Added Key Prompt to Dungeon Doors
-[26.03.12]Added Door Functionality
-[27.03.12]Player now keeps data when travelling
-[27.03.12]Exit door spawns in Dungeons
-[02.04.12]rm_main is smaller to handle chunk system
-[02.04.12]player stats drawn relative to screen
-[02.04.12]Alpha of shadows set by player variable
-[25.03.12]Fixed Lighting System
-[25.03.12]Fixed Visible Deactivation
-[26.03.12]Fixed obj_floor object spawning
-[02.04.12]Fixed invItem visibility during generation
And yes, the bugs are empty, but that's just because I haven't play tested it enough to get any proper bug reports.
Thanks for reading, and don't forget to track and comment, it really means a lot to me and helps to keep me motivated,