Friday, April 22, 2011

Why pyskiller is delayed

It was serious miscalculation for me to use python as a development platform.
The problem lies in the python threading model which is, basically, not real thread model, but rather emulation.
Basically, I'm unable to run all pathfinding routine in background thread (pyskiller use astar pathfinding a lot)

It mean, I have to port *WHOLE* pyskiller code onto another language/platform.
It's a bit frustrating, not to say more.

Thursday, March 3, 2011


All map is now divided into chunks.
Every chunk is basically a rectangle with random number generation seed.
It means, chunks can be loaded and unloaded on fly, theoretically leading to the infinite map.

Red line show borders between chunks.

Thursday, February 24, 2011


GUI system now works as it should. Every item in inventory have it's own action list, as shown above. You may drop items now and pick them up.

Tuesday, February 22, 2011


Another little update.
NPC now try to locate free bed (marked as B on map) and sleep in it (Marked as Z)
Due to the way ai reacts on attacking npc, hitting someone sleeping will result in generation of DangerousSound event, overriding ai behavior and waking up every npc who are around.

Night also dims your vision by 30%.

Monday, February 21, 2011

In-game timer implemented
Day/night cycle now affects color scheme of the game.

Sunday, February 6, 2011