Tuesday 13 August 2013

2,000!

2,000 lines of [functional] code in Asciilands!*
Well, a few more but close enough.
Turns out those lines didn't go as far as I had predicted and while it is largely playable, most of those lines just went into optimisation. This is exciting nonetheless; the size of the rendered view can now be quadrupled with no noticeable impact on performance, even on my sub-par laptop!
Any optimisation means that we can push the limits of what is possible. A larger view can mean many things. Already we were using a tiny view for dark areas but a significantly larger view? Who knows! Maybe climbing up cliffs will give you a good vantage point! Maybe some items will allow for greatly improved visibility. The average screensize is now a factor in the size of the view more so that the lag created by the old method of rendering the view.


There's really not a lot to report apart from the whole 2,000 lines thing and that the engine is progressing nicely. All previous capability has been restored and new capability added. It feels good to be ahead again with things running so much more smoothly after a do-over.

There are a few more systems to re-write in ways that make more sense when used in combination with the re-written systems but that stuff should be done within the week then onward to the combat engine!

Also thanks to those few who have helped test Asciilands! If you are interested in testing, just let me know via any means available to you. All testers are appreciated and will be mentioned in credits / as NPCs / recognised in some way in the finished product. All contributions however big or small will be remembered and credited.

Arbitrary screenshot of something new:

*Line count calculated by searching for line terminations ( ; ).

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