Development Day 1: Crash Fixes and New Font


I was up until about 1:30 AM last night coding, so I didn't put out a report on my progress for the first evening's work.  Now that I'm back from church, I'll give a quick update before I jump back into coding.

The first thing I did was try and update my old code to change the name of the executable file, which apparently caused a crash in some of the code I had written a couple of years ago to extract all the embedded resources into the same folder of the game.  The idea was that I'd only have to distribute one .exe file, and then it would extract everything else it needed on the fly.  Apparently the method I used relied on the name of the executable to work correctly, but I think that I've fixed that now.

After that, I generated a new sprite sheet for LibTCOD to use for the font, and manually touched it up so that all the block text would line up correctly (among other things).  See the new screenshot for how it looks now!  I'm not 100% satisfied, but it should be good enough for now - I'll update it later, if I have time.

Speaking of which, to avoid any confusion the map in my screenshots is a hardcoded test map, not something generated by the game.  I do plan to implement dungeon generation, but it probably won't be that good.  :-)

The last thing I did was start working on a class for Dijkstra Maps, which are what I am planning to use for my monster AI.  I was hoping to get that done, but I still have a ways to go.  That's first up to finish today, and after that I'm planning on putting up the first version of the game so you can try it out.

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