One of the most important things I find important when I design programs is the User Interface. I am a firm believer that things should just work the way you think they should.
When I was looking to put my own stamp on Unleashed Pixel Dungeon the first thing I noticed was that pressing on the Quick-Slot item brought up a targeting dialogue, but did not auto-select any of the available enemies. I wanted to make it so that if a previous (still living mob) has not been targetted it will randomly select a visible mob from those available to use as a default. Pressing the Quick-Slot item again (double tap) will auto-target that mob. You could always select a different mob if you prefer, this is just for convenience.
I started playing with the QuickSlotButton.java, visible enemies are stored in the Dungeon.Hero structure, so in the useTarget() function (which is called when we click the Quick Slot Button with something that uses targetting) we first check to see if we already have a target selected and it is one of the available targets, otherwise we iterate through the list of visible targets and randomly select one of them...
I guess we could select the closest, or the weakest, or the toughest, or the one that is awake... for right now I am just selecting a random target. The only thing left to do is save off that target so that we can continue attacking it the next turn. I am also saving the lastTarget off in the Hero structure so we can potentially link Melee attacks against the same target in the future.
It was a fairly painless mod to implement and a nice introduction (for me) into the code. The full fix is available on GitHub.
Enjoy,
David
Thursday, July 30, 2015
Unleashed Pixel Dungeon version 1
I have been meaning to learn Java better for quite some time now, which has led me to my latest project over the last month and a half: Unleashed Pixel Dungeon.
I am very excited about contributing to this Open-Source project. Basically, this is a Roguelike game where you control a single adventurer and explore a randomly generated dungeon, with a lot of the content randomly generated (scroll names, potion colors, etc...) in order to keep the game fresh and exciting. Food is generally scarce, and you will probably die a lot. But, if you are smart you can discover strategies to survive; each obstacle is a puzzle to be solved.
Unleashed is based on the wonderful Pixel Dungeon and Shattered Pixel Dungeon variants. I am hoping to spend a few posts talking about the specifics, but here is my current change log for the first version:
DSM-0000 Moved code into the Android Studio directory structure
DSM-0001 Fixes needed to get code to compile
DSM-0002 Place Unleashed stamp on the game
DSM-0010 Increase dungeon level size to 40x38
DSM-0011 Reduce Hunger impact
DSM-0012 Item drops in High-Grass
DSM-0013 Improved drops in Crypts and Treasuries
DSM-0014 Adjust drop tables
DSM-0020 Add five new dungeon levels
DSM-0021 New Mobs - Slimes/Assassins
DSM-0022 Level-up Buffs
DSM-0023 Max Hero Level is now 35 - effects mobs max levels
DSM-0024 Exp to Level tweaks to hit level 30 by depth 30
DSM-0025 Level to Power tweaks to make mobs more balanced
DSM-0026 new BURNT level type
DSM-0030 Save/Load Screens
DSM-0031 Allow saves only at Level Entrance Signs
DSM-0040 Item Level Caps
DSM-0041 Chance of Upgrade Failure
DSM-0042 Artifact Weapons
DSM-0043 Glowing Weapons
DSM-0044 Allow enchanted weapons to be upgraded
DSM-0045 Armor Glyph descriptions
DSM-0046 Auto Aim with Staff/Thrown Weapons
DSM-0047 Better MageStaff imbuing
DSM-0050 Altar Dungeon Feature
DSM-0051 Altar Room
DSM-0052 Altar Donations on drop
DSM-0053 Archway Dungeon Feature
DSM-0054 Prison Room - locked with bones
DSM-0055 Make the "SECRETS" level feeling less common
talk to you soon,
David Mitchell
I am very excited about contributing to this Open-Source project. Basically, this is a Roguelike game where you control a single adventurer and explore a randomly generated dungeon, with a lot of the content randomly generated (scroll names, potion colors, etc...) in order to keep the game fresh and exciting. Food is generally scarce, and you will probably die a lot. But, if you are smart you can discover strategies to survive; each obstacle is a puzzle to be solved.
Unleashed is based on the wonderful Pixel Dungeon and Shattered Pixel Dungeon variants. I am hoping to spend a few posts talking about the specifics, but here is my current change log for the first version:
DSM-0000 Moved code into the Android Studio directory structure
DSM-0001 Fixes needed to get code to compile
DSM-0002 Place Unleashed stamp on the game
DSM-0010 Increase dungeon level size to 40x38
DSM-0011 Reduce Hunger impact
DSM-0012 Item drops in High-Grass
DSM-0013 Improved drops in Crypts and Treasuries
DSM-0014 Adjust drop tables
DSM-0020 Add five new dungeon levels
DSM-0021 New Mobs - Slimes/Assassins
DSM-0022 Level-up Buffs
DSM-0023 Max Hero Level is now 35 - effects mobs max levels
DSM-0024 Exp to Level tweaks to hit level 30 by depth 30
DSM-0025 Level to Power tweaks to make mobs more balanced
DSM-0026 new BURNT level type
DSM-0030 Save/Load Screens
DSM-0031 Allow saves only at Level Entrance Signs
DSM-0040 Item Level Caps
DSM-0041 Chance of Upgrade Failure
DSM-0042 Artifact Weapons
DSM-0043 Glowing Weapons
DSM-0044 Allow enchanted weapons to be upgraded
DSM-0045 Armor Glyph descriptions
DSM-0046 Auto Aim with Staff/Thrown Weapons
DSM-0047 Better MageStaff imbuing
DSM-0050 Altar Dungeon Feature
DSM-0051 Altar Room
DSM-0052 Altar Donations on drop
DSM-0053 Archway Dungeon Feature
DSM-0054 Prison Room - locked with bones
DSM-0055 Make the "SECRETS" level feeling less common
talk to you soon,
David Mitchell
Back from Hiatus
Well, it's been a long time since I've posted on here. I had changed my email account, and then wiped my personal laptop so that I could work on Android Development.
Long story short; I am very grateful for the Blogger password recovery options.
I am very excited about some new projects I've been working on including my first Android - Google Play release "Unleashed Pixel Dungeon"!
More on that shortly,
David
Long story short; I am very grateful for the Blogger password recovery options.
I am very excited about some new projects I've been working on including my first Android - Google Play release "Unleashed Pixel Dungeon"!
More on that shortly,
David
Subscribe to:
Posts (Atom)