tag:blogger.com,1999:blog-79511739297822443992024-03-04T00:17:51.878-08:00Real Serial Killer RoguelikeAnonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.comBlogger23125tag:blogger.com,1999:blog-7951173929782244399.post-37571136586041787792012-04-16T13:55:00.002-07:002012-04-16T13:55:16.841-07:00<div dir="ltr" style="text-align: left;" trbidi="on">
v 0.2.3<br /><br />* Player can sleep in the bed until stamina is restored.<br />* Added "bloodlust" parameter in the character stats. It slowly grows with every player's turn until it reaches 80+ and background starts glowing red.<br />If bloodlust is too high, player turns into "Out of control" state and starts butching every NPC that is around.<br />
<br />Killing NPC will deplete bloodlust bar by 20% ( ~200 turns). Every next victim will restore 5% less blodlust. Killing similar victims will award you with additional bloodlust points, while killing different NPC will result in additional penalty). Bonuses and penalties are growing with every next victim.<br />* Player may also take "Suppression pills" to lower bloodlust level.<br />* Added non-lethal "Taser" weapon that does no damage, but has high stun chance.<br />* Consumable items are marked with '*' symbol in the inventory.<br />* Male adult PC has an option to rape unconcious victims. This will also decreese bloodlust level, although not as much as killing. It will also nullify hidden "Libido" bar, so multiple rape attempts in a row are not allowed. Player also has 50% chance to catch STD during rape action.</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com4tag:blogger.com,1999:blog-7951173929782244399.post-20073507989246595842012-04-13T13:08:00.003-07:002012-04-13T13:08:25.477-07:00<div dir="ltr" style="text-align: left;" trbidi="on">
Minor update:<br />v 0.2.2<br /><br />Fixed annoying bug when you are stuck in the starting room.<br /><br />Added hunger and stamina.<br />If stamina is <20% player may skip turn due to feeling dizzy. If stamina <= 0%, player will skip several turns in a row.<br />Hunger does not affect anything for now. You can refill hunger bar by eating food from fridge. Player can also eat parts of dismembered bodies. In this case there is ~20% chance of cathing disease from infected npc (They are marked as "looking sick" in detailed view).<br />Infection mechanics will be detailed in upcoming builds. Also, stamina and hunger will play large role in the "adventure" arc.<br /><br />Added "open" option for container entities as well as container invenotory menu.<br /><br />Player stats (race, sex, age) are randomly generated now. (Sorry if that offends you )<br />Added family. There is ~60% chance player will have wife/husband and small chance of having one or more children. (This is rather cosmetic too).<br />Added basement level. You can now use ladders (marked as ">").</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-77841848683358135162012-04-08T03:19:00.003-07:002012-04-08T03:19:40.062-07:00<div dir="ltr" style="text-align: left;" trbidi="on">
Working on ladders and basement layer<br />
Unfortunately, whole layer system is plagued with bugs >__<<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4dHfPs1k9wyGE9I_TSwGMNyeuxwmtfpcqibBpX697q8HBFxcexbuCkHd1-WsNMFIlGaCENPOVyhA-3xTlCEDaVQQ0dYhqedHXf-_b0CBeF6FfN53L1-RJSeMemdFjS9A5yldoR_w_v8c/s1600/layers.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4dHfPs1k9wyGE9I_TSwGMNyeuxwmtfpcqibBpX697q8HBFxcexbuCkHd1-WsNMFIlGaCENPOVyhA-3xTlCEDaVQQ0dYhqedHXf-_b0CBeF6FfN53L1-RJSeMemdFjS9A5yldoR_w_v8c/s320/layers.PNG" width="194" /></a></div>
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Dev build 0.2.0<br />
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* Overall performance optimization.<br />
* Added road textures.<br />
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AI:<br />
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* Npc will try to locate bed at night.<br />
* Attacking police or someone near the policeman will force them to chase and attack you.<br />
* If civilian sees (or hears) you attacking someone or breaking something, he will report a police. Police will try to explore possible crimeplace.<br />
If policeman sees you near the crimeplace, he will start attacking you.<br />
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* Added criminal background generation on the npc.<br />
* Player can view detailed information about npc (right click on the npc, context menu)<br />
* Added escape menu - you can finally restart game upon death or if you stuck in the starting room.<br />
(No character generation so far, sorry)<br />
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Combat:<br />
* Hammer inflicts blunt type damage with a small chance of stunning NPC.<br />
* Decapitation of dead bodies. You can even took cutted arm and use it as a blunt weapon :)<br />
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<a href="http://bloodrizer.ru/skiller/">Play in browser</a><br />
(If game runs slow, I recommend to reload page or restart game via esc menu)<br />
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<br /></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com1tag:blogger.com,1999:blog-7951173929782244399.post-39207660874636513102012-03-24T02:01:00.001-07:002012-03-24T02:01:06.408-07:00<div dir="ltr" style="text-align: left;" trbidi="on">
Whyyyy astar? Why are you so fucking slow?</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-83751164961275012102012-03-19T13:11:00.001-07:002012-03-19T13:12:52.716-07:00New blood effect<div dir="ltr" style="text-align: left;" trbidi="on">
Just finished blood simulation.<br />
Attacking NPC with cutting weapon (like knife) will result in inflicting bleeding status.<br />
Bleeding NPC will left trail of fading blood tiles, until it dies from bloodloss.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhO4OI8IwGJs1u3K2Rssrx3AWKENccTUsQ9IgDvRlouluWPRUhNrMzxCZL3M-JEETCJvfAbD8lmhl8CVDUlb564va2u2DXFLA89fU7bSB8w-ccaqL0UTX1g8ZkdKgPZvJnmhV1dUWeAus/s1600/bloodTrail.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhO4OI8IwGJs1u3K2Rssrx3AWKENccTUsQ9IgDvRlouluWPRUhNrMzxCZL3M-JEETCJvfAbD8lmhl8CVDUlb564va2u2DXFLA89fU7bSB8w-ccaqL0UTX1g8ZkdKgPZvJnmhV1dUWeAus/s400/bloodTrail.PNG" width="337" /></a></div>
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On a screen: dead NPC (marked as %) in a pool of blood.</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-79867313827114614772012-03-17T09:13:00.002-07:002012-03-17T09:13:55.273-07:00<div dir="ltr" style="text-align: left;" trbidi="on">
Working on pedestrian AI.<br />
Only basic AI presents at this moment - when you break something or try to assault someone, everyone around will run away screaming.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFCkU86AQIqOSaV2ImPheplThEuf7Vzc4KAX50_iZxwQq3d7yddRJrN3ODbfG_xFKKXEPfPSnPD9dCipbv4Pqkd6U-xVKI5EJtVX2uOSEDely9sCh605p_F2IwjWTMQrGz0xTcLB86BYM/s1600/npc_screams.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFCkU86AQIqOSaV2ImPheplThEuf7Vzc4KAX50_iZxwQq3d7yddRJrN3ODbfG_xFKKXEPfPSnPD9dCipbv4Pqkd6U-xVKI5EJtVX2uOSEDely9sCh605p_F2IwjWTMQrGz0xTcLB86BYM/s320/npc_screams.PNG" width="267" /></a></div>
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ver 0.1.0 changes: <br />
made console with message log and npc patroling town. Astar works quite good.<br />
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Starting today, you can access latest development build on<br />
<a href="http://www.bloodrizer.ru/skiller/">http://www.bloodrizer.ru/skiller/</a><br />
<br />
Note, that it is extreamly early alpha version. It's like 50% of original python prototype.<br />
The main point is to show what engine is capable of, overall feel of the game, etc, etc<br />
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<br /></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-74421672761580340952012-03-09T07:48:00.001-08:002012-03-09T11:47:12.678-08:00NPC<div dir="ltr" style="text-align: left;" trbidi="on">
Testing npc and route calculation. performance is descent so far, but it's still to early to measure it.<br />
A lot of stress-testing and painful optimization process is waiting for me ahead :)<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgirEs51dcRxV2O1AdtPo_8v-9NCiYXtvVwviPwExNLSpYuVpnYOk2gHY7IlP7tErmu5kfiABqGT44w2MieHpvdvn1xHIP52V0SRZ4vVBrRP0jLEEdn2wiDtZskegsgjKky36w9A_OELVs/s1600/jskiller_4.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgirEs51dcRxV2O1AdtPo_8v-9NCiYXtvVwviPwExNLSpYuVpnYOk2gHY7IlP7tErmu5kfiABqGT44w2MieHpvdvn1xHIP52V0SRZ4vVBrRP0jLEEdn2wiDtZskegsgjKky36w9A_OELVs/s400/jskiller_4.JPG" width="400" /></a></div>
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Progress is slow but steady.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRJV6Zzwv26Ze_AEx4FtPQYyhNtEeTH3j8ZHJtvh72ozok7XObchCg7F3OVNaTO47RewEoQb1EXmlhRCgr_N0aUOBJzSOcIvkl6fPZ_fNMd9bvzX7PMI9p3uWdQBMJ2SuNz-FssQNj8Pk/s1600/jskiller_3.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRJV6Zzwv26Ze_AEx4FtPQYyhNtEeTH3j8ZHJtvh72ozok7XObchCg7F3OVNaTO47RewEoQb1EXmlhRCgr_N0aUOBJzSOcIvkl6fPZ_fNMd9bvzX7PMI9p3uWdQBMJ2SuNz-FssQNj8Pk/s320/jskiller_3.JPG" width="320" /></a></div>
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Minor update: fov<br />
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Serial Killer RL is back. Sorta. (That ugly red blobs are district visualisation from legacy code)<br />
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<a href="http://aoizora.org/hide/src/133088768841.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="306" src="http://aoizora.org/hide/src/133088768841.jpg" width="400" /></a><br />
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<br /></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-81111894678265259882011-04-22T02:55:00.000-07:002011-04-22T03:01:15.014-07:00Why pyskiller is delayedIt was serious miscalculation for me to use python as a development platform.<br />The problem lies in the python threading model which is, basically, not real thread model, but rather emulation.<br />Basically, I'm unable to run all pathfinding routine in background thread (pyskiller use astar pathfinding a lot)<br /><br />It mean, I have to port *WHOLE* pyskiller code onto another language/platform.<br />It's a bit frustrating, not to say more.Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com1tag:blogger.com,1999:blog-7951173929782244399.post-29155908576175537112011-03-03T04:43:00.000-08:002011-03-03T04:45:59.811-08:00ChunksAll map is now divided into chunks.<br />Every chunk is basically a rectangle with random number generation seed.<br />It means, chunks can be loaded and unloaded on fly, theoretically leading to the infinite map.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiOrZNfoG7ySh7c-MsnaFlPfiYJa0DBwJatVkAQhq7ACstoHPdTM8eCYH_5GsjBGzvOSXRTQRB33UgWckb3TM2aXOkSSrP2D1E0TeA1QrWQq6f_c98tacd4ToQwgVCQ8WQfubHPkQrpIs/s1600/pyskiller_chunks.JPG"><img style="cursor: pointer; width: 400px; height: 324px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiOrZNfoG7ySh7c-MsnaFlPfiYJa0DBwJatVkAQhq7ACstoHPdTM8eCYH_5GsjBGzvOSXRTQRB33UgWckb3TM2aXOkSSrP2D1E0TeA1QrWQq6f_c98tacd4ToQwgVCQ8WQfubHPkQrpIs/s400/pyskiller_chunks.JPG" alt="" id="BLOGGER_PHOTO_ID_5579833905394086914" border="0" /></a><br /><br />Red line show borders between chunks.Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com5tag:blogger.com,1999:blog-7951173929782244399.post-90553019629719216812011-02-24T12:33:00.001-08:002011-02-24T12:38:41.217-08:00Items<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBDaGueH7DZxfTHHGmdqf22dwBjBq48bTbUcP7GklPu12ECZraIWPkWfkphipX28L8fa9CtJZeOefUhRrlwzF_mA4OZuk280DVG8JVnjEfmd7fo2hD8XO_tcsEQECEj8Ma9iKVSPDdPIY/s1600/items.png"><img style="cursor:pointer; cursor:hand;width: 305px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBDaGueH7DZxfTHHGmdqf22dwBjBq48bTbUcP7GklPu12ECZraIWPkWfkphipX28L8fa9CtJZeOefUhRrlwzF_mA4OZuk280DVG8JVnjEfmd7fo2hD8XO_tcsEQECEj8Ma9iKVSPDdPIY/s400/items.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5577357203096801714" /></a><br /><div>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.</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-65215792605597136972011-02-22T12:25:00.000-08:002011-02-22T12:29:02.661-08:00Bedrooms<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDHAg2RKFGKR9jxgTDbBooNBQIGAQzK65I-scKqf1hGarmWNFzsS8Ht5Ucm6QMQh6VYD4z18tlv9Y0bQw10xMmYpQuaPRXqp_sJjaZa7bcTkfV_8QDmZhrf1GdYCFCEJWvdW6ffJ6xXnM/s1600/bedrooms.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 247px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDHAg2RKFGKR9jxgTDbBooNBQIGAQzK65I-scKqf1hGarmWNFzsS8Ht5Ucm6QMQh6VYD4z18tlv9Y0bQw10xMmYpQuaPRXqp_sJjaZa7bcTkfV_8QDmZhrf1GdYCFCEJWvdW6ffJ6xXnM/s400/bedrooms.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5576612893994771442" /></a><br />Another little update.<div>NPC now try to locate free bed (marked as B on map) and sleep in it (Marked as Z)</div><div>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.</div><div>Sweet.</div><div><br /></div><div>Night also dims your vision by 30%.<br /><div><br /></div></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com1tag:blogger.com,1999:blog-7951173929782244399.post-87582603892581148192011-02-21T11:55:00.000-08:002011-02-21T11:56:33.781-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilvNbHfucL2NYsa-6VY5gc7OLvLD45wSnCtgJVj9LyI8xO6WHdAe7Dgy8M_8T6AAN3khnQ3G5QI43pJUBG9kzDVV7etfPyc0WsQxDCQRlk1X5sHp40MIrGxAs6hPElewl866tkXnHJSSY/s1600/daynight.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 246px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilvNbHfucL2NYsa-6VY5gc7OLvLD45wSnCtgJVj9LyI8xO6WHdAe7Dgy8M_8T6AAN3khnQ3G5QI43pJUBG9kzDVV7etfPyc0WsQxDCQRlk1X5sHp40MIrGxAs6hPElewl866tkXnHJSSY/s400/daynight.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5576234024699246338" /></a><br /><div>In-game timer implemented</div><div>Day/night cycle now affects color scheme of the game.</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com2tag:blogger.com,1999:blog-7951173929782244399.post-51828884939958889642011-02-06T11:35:00.000-08:002011-02-06T11:36:50.882-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC6yFjLi5G7NCUXsplivKLW3Mfz06-nQux-lfY101LCdUlW7ov8W62liINNbeuaNhjujt8jfrdTDm6psDBujUZfKJ50cDYPs21LPB_98OY3Ven6JZYg7Kpo10144ZVSkWREtn7VAh4024/s1600/inventory.png"><img style="cursor:pointer; cursor:hand;width: 400px; height: 295px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC6yFjLi5G7NCUXsplivKLW3Mfz06-nQux-lfY101LCdUlW7ov8W62liINNbeuaNhjujt8jfrdTDm6psDBujUZfKJ50cDYPs21LPB_98OY3Ven6JZYg7Kpo10144ZVSkWREtn7VAh4024/s400/inventory.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5570662647084996482" /></a><br /><div>As you can see we got simple inventory system now.</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com4tag:blogger.com,1999:blog-7951173929782244399.post-28242932853530202042011-01-15T12:06:00.000-08:002011-01-15T12:08:01.163-08:00roads and pedestrians:<div><br /><div><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAnQOGnEsrf1xpGj4HSrlNwEZ5Wb16I2XEldRNaQWtw3fO0LU_J4UcY2lbS-EJqMNS0T4aQ6Oipk3mZvk_UKRsRyPWcwss_NvZ0y7bzw1FpSWQf_AGBagQw-4h0I2cd5FGasF56TBpkCo/s320/roguelike_roads.png" style="cursor:pointer; cursor:hand;width: 320px; height: 199px;" border="0" alt="" id="BLOGGER_PHOTO_ID_5562506922262995074" /></div><div><br /></div></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-83089562054875660642010-12-26T14:13:00.000-08:002010-12-26T14:19:08.377-08:00PathfindingNow npc can follow you trail instead of getting stucked in a wall.<div><br /></div><div>On a screen - policeman with shortest route from Node A to Node B of his path.</div><div><br /></div><div><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN0Reyh2gNsA-ArNQf-eEvj_JCvbndEs0EWwqvjc_hYBjUGvrMxH4QczlVULkYSCimOj3oQ8U1urTea3v2ibZexMF_yZtw-LgwJYJktGoTu7AwtbGE1fQBTSXja-9gFnEV2wNaK2ZvxCs/s400/Pathfinding.png" style="cursor:pointer; cursor:hand;width: 400px; height: 259px;" border="0" alt="" id="BLOGGER_PHOTO_ID_5555118984765890482" /></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-16316276678148635452010-12-22T07:36:00.000-08:002010-12-22T07:41:50.079-08:00Room generationIt's time to generate some interiors in the buildings.<div><br /></div><div>I am using most simple algorithm for now - one doorway for every two rooms with same wall.</div><div><br /></div><div>On the screen: red line - room intersection, green mark - doorway.</div><div><br /></div><div><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNcooT1Ba84ELX3AG9MqGZJ2rqBuMcGvJfQ0BN_FkxEl6lsZn1ieXrgVMAVYP5V9f5gnfwWdaH2zFEKTz9lznN8T7CCEzpGJOkoD66tBthNSQEC9GHOZ6kZU2znHaMtKHdFz-DlG9Dmk0/s320/skr_roomgen.png" style="cursor:pointer; cursor:hand;width: 320px; height: 272px;" border="0" alt="" id="BLOGGER_PHOTO_ID_5553531999631640994" /></div><div><br /></div><div>Meenwhile: simple body simulation, simple ai(chasing/escaping), bleeding and blood loss effects</div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-48095856429001082262010-12-21T11:46:00.000-08:002010-12-21T12:31:03.749-08:00They have names...!<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEeSt0kaTHw0zbGrsmPYbH4rja0P72HYBqGr9Xr5oBcTVHjCQAFXZ2V_SWqfH6GWKKA1nm_3cTQDlxihiMdBJUH012x0yWyxpk1iQ3CHCuxDy8H7iMBRTqxMzdC7lmVuOW3bFP41-1zJA/s1600/roguelike_names.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 199px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEeSt0kaTHw0zbGrsmPYbH4rja0P72HYBqGr9Xr5oBcTVHjCQAFXZ2V_SWqfH6GWKKA1nm_3cTQDlxihiMdBJUH012x0yWyxpk1iQ3CHCuxDy8H7iMBRTqxMzdC7lmVuOW3bFP41-1zJA/s320/roguelike_names.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5553235765739202066" /></a><br />...and you can kill 'em now.<div><br /></div><div><br /></div>Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0tag:blogger.com,1999:blog-7951173929782244399.post-43754265225445563652010-12-20T01:16:00.000-08:002010-12-20T01:23:30.203-08:00Day 2Hello there.<br />This is development blog for Serial Killer Roguelike.<br />The game is not a fake, it is also open-source.<br /><br />You can get up-to date version via svn on the project page: https://code.google.com/p/pyskiller/<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFLiBNN9NVTkojHedZixhU005kwcc8GPc7EEXbH9N6i0dUd92dk0qEo-RmXINrhhCcdMgGmAYrxLI8s1dA6PuvNI9QOqImYq1Ettq23VDgFjec4-rbv4I56qEVqmOcFUhUi7yEhyphenhyphenl9V44/s1600/slikker1.JPG"><img style="cursor: pointer; width: 320px; height: 228px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFLiBNN9NVTkojHedZixhU005kwcc8GPc7EEXbH9N6i0dUd92dk0qEo-RmXINrhhCcdMgGmAYrxLI8s1dA6PuvNI9QOqImYq1Ettq23VDgFjec4-rbv4I56qEVqmOcFUhUi7yEhyphenhyphenl9V44/s320/slikker1.JPG" alt="" id="BLOGGER_PHOTO_ID_5552692616790861042" border="0" /></a><br /><br />This is in-game screen so far.<br />I've allready implemented town's generation algorithm, fov and basic collision system.<br /><br />Stay tuned ^^Anonymoushttp://www.blogger.com/profile/17924865104398106403noreply@blogger.com0