RUNEBOOK Development Notes and Tracking
These are the daily notes and changes during development of RUNEBOOK, starting in 2015 and ending the following January.
December 2, 2015
- ADDED: created basic grid of different tile classes
- ADDED: each tile can be dragged around but will stay at its original position
- ADDED: grid now uses Greenfoot’s cells
- ADDED: adjacent tiles can now be switched (but do not check for matches yet)
- attempting to add checking for tile matches (3 of a kind or more)
- moved checking the tile-grid to a controller → need to figure out how to detect lines of tiles more than three (intuitively)
- getting match function working; just need to implement
- using detect matches to remove all matches on the original grid so that the player does not start the game with any matches already made
- To be able to check for matches there must first be none to start
- falling and switching runes needs to be fixed so that they don't both happen
- reworked logic to include controller phases/states (for the Controller, player action, and tiles)
January 02, 2016
- fixed rune selection. It now works with the mouse controls
- Gamestate 2 fixed using a timer-coundown variable
- Prototype is functioning.
- Added public variables attached to the world to easily adjust the Runepage dimensions (xCorner, yCorner, xWidth, yHeight)
- adding functions to add all Rune effects when matched. (How to modify variable of one single instance?)
- made some sprites for the runes
- runes now can affect enemies (Red attack, etc.). Working on getting blue, green, yellow, and purple ones working
- added player HP GUI
- added player "actions": the player and the enemy now take turns when the player runs out of actions. --This was later used to implement Mana.
- added Green rune: heals player HP by 1.
- added BLUE, YELLOW, and PURPLE; maybe switch blue and yellow to be more thematic? (blue = actions = mana = blue and yellow = shield) --I later took this action.
- swapped the blue rune and the yellow rune for thematic purposes
- added a placeholder Titlescreen, working on level selection and difficulty (passing variables to world constructor?)
- added level select screen with 5 levels, each with an increasing value (could be passed as "difficulty")
- variables including "difficulty" can now be correctly passed to the GameWorld depending on which level is selected
- added a win-game condition and a wingame screen
- level# and "difficulty" are now tied to the number of enemies fought (ex: lv 1 = 1 enemy), but this should be changed ASAP
- adding multiple menu screens
- Project dubbed RUNEBOOK
- Added a "how-to-play" screen.
- Added buttons for menu navigation
- Updated class descriptions and the README.
- NEXT: import text "Labels" and possibly file reading
Here you can see the beginning of a highscores function, which were very close to completion but did not make it into the first edition.
- WHO YOU GONNA CALL? BUG-BUSTERS! (Fixed Health & Mana GUI all the way)
- added visual effect to Yellow spells' invincibility-- hearts are yellow when the player is invincible (from casting a yellow spell)
- started importing file reading (labelfont is fine but I want to know how to make ReaderWorld a parent class for my other worlds to avoid pasting the same things into them. If push comes to shove then I will do just that)
- added screen for the story
- added custom sprites for Mana and Health
- added purple rune visual effects on Red runes
- tinkered with file writing
- added workaround for the keyboard menu navigation by creating clickable buttons instead
- whitebox and blackbox testing
- added a new enemy sprite
- added enemy chance to miss the player when attacking
- attemped to add highscores via filereading, but alas it will not work.
- added a running text log of events on the left side of the screen for the player to see what exactly is happening.
- enabled the ability to activate multiple runes at a time (Combo!)
- Relatively balanced enemies and levels
- First version of RUNEBOOK shipped