LambdaRogue .:. roguelike RPG


13.08.2008, 20:07, written by Mario Donick

LambdaRogue Rewrite Started

Today I started to re-implement LambdaRogue from scratch. This is the first step towards a 2.0 release in a far future. I have learned a lot while developing LambdaRogue 1.x, and my main goal for a 2.0 release is to create better code: better structured and, even more important, completly object oriented. I already have set up the basic structure of the application (a window where I can press ESC to quit). I was able to use most of the 1.x source for this, and I believe that most other parts of the 1.x LambdaRogue only need a slight rewrite. The main challenge is to recognize code parts which should be recreated as objects and to determine how this could be done. Here especially player, monster and item objects will be interesting. For example, LambdaRogue 1.x has a big "MoveMonsters" function which alters the position of all monsters. LambdaRogue 2.0 instead will have a method "Move" inside the monster objects. However, LambdaRogue 1.x will also receive future updates, as develeopment of 2.0 will be slowly, slowly, slowly. It is even more an experiment than a true project. Perhaps it will not work as I think now, so I will always have a grown 1.x branch to improve on.

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Comments

Slashie!, 19.08.2008, 06:39

Woah..

Are you Completely sure it is worth it? I mean, I advocate OO design, but taking your game from scratch to the current status will take a LOT of time, and you may strand in the "generizity-engineering for perfection" approach.

I also dont know, if you have got enough energy to upkeep the 1.x and 2.x branches at a time.

You have advanced a lot with your game, and in the end a different architecture will be irrelevant for players, why not finish this game like it is now?

 

Mario Donick, 19.08.2008, 09:22

Well ... since a while, I'm working together with computer scientists, although computers and programming are just my hobby. I always fear they might suddenly discover any of LambdaRogue source archives, scream and run away from the uglyness of the code. I think this is the main purpose behind the rewrite – besides the advantages of better structured code for me. Especially monster handling would be much easier and I could improve monster AI better than at the moment.

However, currently I have another plan ... besides creating a roguelike or RPG, I always had the desire to create a wargame (like Hearts of Iron or Europa Universalis for the real hardcore minded, or Civilization or Wesnoth for easier play). Perhaps my object orientation studies will more concentrate on such a thing.

 

 

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