{"id":40,"date":"2018-05-09T03:50:18","date_gmt":"2018-05-09T03:50:18","guid":{"rendered":""},"modified":"2023-11-27T07:12:35","modified_gmt":"2023-11-27T07:12:35","slug":"update-on-progress","status":"publish","type":"post","link":"https:\/\/landbeyond.net\/wordpress\/2018\/05\/09\/update-on-progress\/","title":{"rendered":"Update on Progress"},"content":{"rendered":"<p>First thing first,\u00a0 the position of the courier is off.\u00a0 Not worried to much about that,\u00a0 getting game play complete.\u00a0 screen resolution can be a challenge to get everything to position correctly for all the different screen sizes.\u00a0 In the game, there is 6 different screen sizes.\u00a0 That is many screens to make sure all of them work correctly.<\/p>\n<p>It has been a while since I&#8221;ve update but I&#8217;ve been very busy trying to get the City complete.\u00a0 There is a couple of dungeon sequence that I&#8217;ve rewritten and completed.\u00a0 Going through the assembly code, there was many things missing that I put into the game. I&#8217;ve completed the Elevator, Vault Code, Fountain are all complete now.\u00a0 Digging through the assembly code takes sometime but is going to allow us to be more complete to the original code.<\/p>\n<p>\u00a0I&#8217;ve been working on Guilds and spells and that has taken a long time.\u00a0 To me the guild is the most adverse code in the game.\u00a0 The dungeon allows for only so many spells.\u00a0 Based on the code, there is a minimum number of spells plus so many per level.\u00a0 Arx will match the Dungeon 8-bit on this. If you try to learn a new spell and you are maxed out it will ask you which spell you wish to forget to learn the new spell.\u00a0 Casting will cause you to increase your fatigue. There is now checks in the guild if you are joined that your alignment is still with in their requirements.\u00a0 No more being good and joining a guil and turning evil.\u00a0 They will give you warnings and then kick you out.\u00a0 This matches the Dungeon.\u00a0 If they kick you out, and it is your main guild, you will lose your items in your locker.\u00a0 So please watch out.\u00a0 Spells only have so many uses and will be depleted and will need to be relearned again to use.\u00a0 Learning a spell is not a set percentage increase for each time you practice a spell.\u00a0 Each spell has its own increase rate and will increase each session\u00a0 based on its settings.<\/p>\n<p>The other option is there were no spells in the 8-bit game but was in the 16-bit version.\u00a0 So I combined the dungeon 8-bit and the 16-bit City into one list of spells.<\/p>\n<p>If you become drunk you can now pass out like the city.<\/p>\n<p>Created 16 bit dungeon screens that are missing,\u00a0 many other screens still missing and need to be created.\u00a0\u00a0 Screens like stairs leading up\/down now have\u00a0 a 16 bit version.\u00a0 Also, Ozob screen is also created for 16bit mode.<\/p>\n<p>Update save routine to be more advanced.\u00a0 It will save the entire game in a state.\u00a0 This way, when you restart the weather start up right where it left out. all events that were going continue where they left off.\u00a0 Trying to prevent anything system restarting from scratch. Changed startup routine to handle game loaded from save file vs. starting a new game.\u00a0 Skip routine that initialize different parts of the system. Also, changed all classes talk to each other.\u00a0 I created an event system that class subscribe if they want the update on an event.\u00a0 So, like time update, a class can subscribe and get an update when time changes.\u00a0 This way, classes do not need to know anything about each other.<\/p>\n<p>Added the ability to select 16-bit experience point rewards vs. 8-bit,\u00a0 Added the ability to select 16-bit healer options bs. 8-bit on character creation screen.\u00a0 Once a character is created, then from that point forward, you are force to use that type of game option.\u00a0\u00a0 No switching back to the other style after creating your character.\u00a0 This menu option is selected when creating a character.\u00a0 This affects normal game and challenge mode.<\/p>\n<p>\u00a0<\/p>\n<p>Changed eating and drinking to match the dungeon.\u00a0 Once your stomach is so full it doesn&#8217;t allow you to eat\/drink anymore but it wastes the drink\/food.\u00a0 Put in the sayings to indicate your to full that matches the dungeon.\u00a0 Also, I added\u00a0 speed penalty for hunger.\u00a0 Found that was an option digging through dungeon items special effect debuging them.\u00a0 I think I got about 90% of all the memory at location 63xx for the 8-bit dungeon.\u00a0 The iternet and many many website got about 20% complete.\u00a0 The code and description of items told me the rest.\u00a0 Like having an item that rests your fatigue.\u00a0 But the code changes 8 variables,\u00a0 you know all those variables are related to fatigue.\u00a0 The would be like in the middle of str value, wisdom value.\u00a0 The game appears that it keeps those values\u00a0 and update the show status based on max and all the penatlies.\u00a0 There are still a few variables I&#8221;m not sure what they are used for, can see the code referncing them and altering them throuhout the game.\u00a0 I&#8217;m not an assembler coded,\u00a0 who write in assembler anymore.\u00a0 That is a dieing language, we just make computers faster and faster so the worry about speed in software or size is not needed anymore.\u00a0 I love how small old games where and what they did with that space, and now just to run a piece of code that says &#8220;hi&#8221; to the command line is larger then 64k.<\/p>\n<p>BIG CHANGE &#8212;<\/p>\n<p>Game Difficulty has been added to the game.\u00a0 When you start the game, you select which difficulty you wish to play under.\u00a0 There are 3 options.\u00a0 &#8220;Easy&#8221;,&#8221;Normal&#8221;,&#8221;Hard&#8221;.\u00a0 &#8220;Normal&#8221; is exactly like the 8-bit city\/dungeon play.\u00a0\u00a0 &#8220;Easy&#8221; and &#8220;Hard&#8221; mode will modify many areas of the game to make it easier or harder.\u00a0\u00a0 More\/less encounters,\u00a0 damaged, cost of items, guild cost and many more areas are effected.\u00a0\u00a0 Once a character is created in that difficulty there is no way to alter the difficulty settings.\u00a0 You can&#8217;t switch back and forward.<\/p>\n<p>Added a challenge mode to the game.\u00a0 This prevents you from saving the game.\u00a0 You play until you die.\u00a0 See how long you survive.\u00a0 Game difficulty is in this also.\u00a0\u00a0 See how long you last without saving in Hard mode.\u00a0\u00a0 Also, during challenge mode, it displays in the lower left corner you are playing challenge mode and displays how long the character has survived in hours, days, months and years.\u00a0 When you die, it save a screen shot of the game,\u00a0 so you have proof how long you played and you can see the stats of your player.\u00a0 Also, it keeps track of many things about the game and has a high score for each difficulty mode. It keeps the top 20 scores.\u00a0 This way you can see what you have done.\u00a0 It keeps track of kills, day survived, charms\/tricks and runs\/flee, jobs taken, guilds joined and many other items.\u00a0 You can see your results from the main screen and sort them by many different fields.\u00a0 I love this feature, it is pretty challenging.<\/p>\n<p>Challenge Mode has an achievement side scrolling popup window during the play.\u00a0 So each day you survive, then a popup shows how you are during.\u00a0 There are many popups that happen during the play.<\/p>\n<p>\u00a0<\/p>\n<p>Test script &#8212;-<\/p>\n<p>I created a test script to\u00a0 create a release copy of the game so it can be released. I&#8217;ve getting close to having The City complete and when I do I&#8217;m going to release the City version.\u00a0 The dungeon to me is only about 30-40% complete and many of the screens are not fully complete to the original code.<\/p>\n<p>I have to give MANY MANY thanks to acrin for starting the C++ code and Jduerstock on github, who took the time to convert many of the sequences into readable 6502 assembly.\u00a0 There are some pointer issue and missing items that I&#8217;ve corrected as I downloaded his code.\u00a0 When doing a dungeon sequence, I go through the assembly code and verify all the aspects that need to be in the game and code them.\u00a0 But in the end this is not an emulation, or copy of the game.\u00a0 This is a COMPLETE NEW rewrite of the game, some aspects are based on game play, some are based on techinical notes of what people have located and some are on disassembly of the original code.\u00a0 But all code is NEW and unique.\u00a0<\/p>\n<p>\u00a0<\/p>\n<p>\u00a0<\/p>\n<p>\u00a0<\/p>\n<p>\u00a0<\/p>\n<ul>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Going through the assembly code, the alignment check per guild is not just main guild.\u00a0 It is any guild you are part of.\u00a0 I originally coded it to check based on the main guild only.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Speed penalty for hunger.\u00a0 Found that was an option digging through dungeon items special effect debugding them.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Add changes to fountain. Dungeon wouldn&#8217;t let you drink if you are bloated.\u00a0 Put in that check If you drink when you are max out hp,\u00a0 different kind of saying.\u00a0 Also, each type of healing from the 3 different fountains<br \/>have a random number for the sayings.\u00a0 \u00a0<br \/>The fountain is complete and should match the dungeon code completely.<\/li>\n<li>Added &#8211; Changed eating and drinking to match the dungeon.\u00a0 Once your stomach is so full it doesn&#8217;t allow you to eat\/drink anymore but it wastes the drink\/food.\u00a0 Put in the sayings to indicate your to full that matches the dungeon.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Started testing the dungeon item, one by to make sure they work like they are suppose to with full effects,\u00a0 everything appears to be going good.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Change code so it works outside of the development package.\u00a0 Created a script file to generating the jar files and copying all files over.<br \/>Removed sounds and images from the jar file.\u00a0 The data and binaries files load from the jar file, while the images\/songs load from a file from a directory<br \/>Wanted to limit the size of the jar file.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Challenge Mode &#8211; Has a sliding banner to let you know status as you play.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Added the ability to select 16-bit experience point rewards vs. 8-bit<\/li>\n<li>Added the ability to select 16-bit healer options vs. 8-bit<br \/>Once a character is created, then from that point forward, you are force to use that type of game option.<br \/>No switching back to the other style after creating your character.\u00a0 This menu option is selected when creating a character.\u00a0 This affects normal game and challenge mode.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Game Difficulty has been added to the game.\u00a0 When you start the game, you select which difficulty you wish to play under.\u00a0 There are 3 options.<br \/>&#8220;Easy&#8221;,&#8221;Normal&#8221;,&#8221;Hard&#8221;.\u00a0 &#8220;Normal&#8221; is exactly like the 8-bit city\/dungeon play.\u00a0\u00a0 &#8220;Easy&#8221; and &#8220;Hard&#8221; mode will modify many areas of the game to make it\u00a0 easier or harder.\u00a0\u00a0 More\/less encounters,\u00a0 damaged, cost of items, guild cost and many more areas are effected.\u00a0\u00a0 Once a character is created in that difficulty there is no way to alter the difficulty settings.\u00a0 You can&#8217;t switch back and forward.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Added a challenge mode to the game.\u00a0 This prevents you have saving the game.\u00a0 You play until you die.\u00a0 See how long you last.\u00a0 Game difficulty is in this also.<br \/>See how long you last without saving in Hard mode.\u00a0\u00a0 Also, during challenge mode, it displays in the lower left corner you are playing challenge mode and displays how long the character has survived in hours, days, months and years.\u00a0 When you die, it save a screen shot of the game,\u00a0 so you have proof how long you played and you can see the stats of your player.\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Changed world time update to be based on events instead of hard coding all the different places that need to know the changes.\u00a0 Now you subscribe\u00a0 to the TimeEvent\u00a0 and every minute, 15 mins, hour or day.\u00a0 All the listeners to this event will be called.\u00a0 This way,\u00a0 The world timer doesn&#8217;t need to know\u00a0\u00a0 everything about all the different events.\u00a0 It can be handled generically.\u00a0 You just subscribe and you will get a call when it happens.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Update save routine to be more advanced.\u00a0 It will save the entire game in a state.\u00a0 This way, when you restart the weather start up right where it left out.\u00a0\u00a0\u00a0 all events that were going continue where they left off.\u00a0 Trying to prevent anything system restarting from scratch.\u00a0 Changed startup routine to handle game loaded from save file vs. starting a new game.\u00a0 Skip routine that initialize different parts of the system.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Added a Event Manager system.\u00a0 This class handles and controls all events.\u00a0 When an event start, it registers with this system.\u00a0 This manager will update\u00a0 events as needed, like weather, world time and etc.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Created 1 bit dungeon screens that are missing,\u00a0 many other screens still missing and need to be created.\u00a0\u00a0 Screens like stairs leading up\/down now have\u00a0 a 16ibt version.\u00a0 Also, Ozob screen is also created for 16bit mode.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Combined the Dungeon spells with the 16-bit City spells.\u00a0 Removed duplicate spells.\u00a0 Since they are two systems,\u00a0 I store the format into a json format that has both combined.\u00a0 The data is still the original 8-bit dungeon and the city is recreated into 8-bit dungeon format. \u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0<\/li>\n<li>\u00a0<span style=\"color: #339966;\">Added<\/span> &#8211; If you become very drunk, you can pass out.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Random turning implement for being drunk.\u00a0 When you become tipsy, the console panel at the bottom of the screen will display random screens.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; All closed stores now say closed and will not let you in them.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Combined City Spells with the Dungeon spells to be one set of spells.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Learning a spell is not a set percentage increase for each time you practice a spell.\u00a0 Each spell has its difficulty and will increase each session based on its difficulty.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Spells only have so many uses and will be depleted and will need to be relearned again to use.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Warning if you kill members of the same guild,\u00a0 After so many warnings then your membership is revoked. Your ring is lost.\u00a0\u00a0 \u00a0\u00a0 Watch out, you will lose everything in your locker.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Warning if your become to good\/evil for the guild,\u00a0 after you become to much of one or the other your membership will be revoked and your ring taken.<br \/> Watch out, you will lose everything in your locker.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Casting Spells will increase your fatigue based on how much the spell takes out of you to cast.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Change number of spells a player can learn at one time to match the Dungeon,\u00a0 Dungeon was based on a min. but then added more for each level the character\u00a0 is. If you try to learn a new spell and you are at max, it will ask you which spell to get rid of.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Completed the Vault Code.\u00a0 Changed code entirely.\u00a0 Also, made it reflect the Dungeon code.\u00a0 Time to guard locating you is based on the dungeon time. \u00a0<br \/>Also, if you get dragged out vs. escorted is based on alignment (dungeon code).\u00a0 Also,\u00a0 if caught you go directly into encounter mode with the guards.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Complete the code for the Elevator in the game.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Change weapon selection for Monster to be the same as the Dungeon.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>First thing first,\u00a0 the position of the courier is off.\u00a0 Not worried to much about that,\u00a0 getting game play complete.\u00a0 screen resolution can be a challenge to get everything to position correctly for all the different screen sizes.\u00a0 In the game, there&hellip;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-40","post","type-post","status-publish","format-standard","hentry"],"_links":{"self":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts\/40","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/comments?post=40"}],"version-history":[{"count":1,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts\/40\/revisions"}],"predecessor-version":[{"id":296,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts\/40\/revisions\/296"}],"wp:attachment":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/media?parent=40"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/categories?post=40"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/tags?post=40"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}