Tag: php
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re-Starting Over – Roguelike Design part 10
Yep, I started over again. Almost one month ago, I wrote that I had re-built how everything worked because it was becoming very repetitive. I deleted nearly 95% of the item generation code and replaced it. That re-write meant that I combined all of my item generators… at that time it was weapon, and armor…
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re-Learning Math – Roguelike Design part 9
When I was a child, I started programming on an Atari 400. This was essentially an Atari 2600, but with a keyboard and some additional inputs for accessories. Mine had a tape drive which gave me working storage. It used standard cassette tapes which were abundant at the time. I received the 400 from a…
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Starting Over – Roguelike Design part 8
Yes the title of this article is a bit dramatic… you call it click-bait if you want. The reality however, is that I deleted nearly 95% of the item generation code and replaced it. That’s what I’ve been doing this past week. In the last article, I made some bold statements that led me down…
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Armor and Icons – Roguelike Design part 7
In the last post, I talked about there being some special cases for armor, shield, and trinket generation. I think this only applies to armor and shields, but for this post, I’ve only finished the shield routine. So we’ll talk about that. Oh, and pretty icons. Armor Attributes When I first started on armor, I…
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Requesting Attributes – Roguelike Design part 6
According to my post history, I started writing on this project 12 days ago. I had a working prototype a full week before that. I started taking notes on this idea at least 10 days prior to that. All-in, I’ve devoted a month to this project and all I have to show for it is…
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Choosing Tiers – Roguelike Design part 5
Last post, I teased a bit about the Tier input on the form shown here. Between that post and now I added the Variance option… so let’s talk about these two things! Weapons Don’t Have Power While tweaking the randomness generator for adding attributes works for generating weapons with relatively higher capabilities, this doesn’t scale…
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Creating Better Items – Roguelike Design part 4
Previously, on Whoo Boy I Have No Idea What I’m Doing, we built a function to generate some random weapons. We use a combination of PHP rand() and mySQL ORDER BY RAND() to get random attributes from our tables, and add it all up into something that can be used in our some-day game. It…
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My Code Quality – Roguelike Design part 3
In the previous article, I shared some code showing how I’m storing and retrieving things from the database. I want to clear up some things before we move on. In future articles we’ll look at the steps I took to be able to generate weapons of various “level” even though we aren’t using level in…
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Item Powers – Roguelike Design part 2
After playing with the name generator I discussed in the previous post, I decided to tackle powers and abilities next. While having a cool name generator is neat on it’s own, I really wanted to be able to use this tool in future game design projects. In order to do that, I needed to understand…