Finished the last Monogame Tutorial for RogueSharp
There were a couple of gotchas.
1) I messed up in removing the scaling code and was still scaling the enemies so they were super small compared to my player. Found that bug.
2) The dice code that was part of RogueSharp changed both in scope and in effect so had to do some updating of his calling code as well as constructors. He had dice being created from Die as a collection. His new pattern was just a string to hold the dice notation in. So calling code as well as constructors had to be updated to match the new pattern.
3) When the enemy finally found the player the shortestPath call ended up throwing a null reference exception. So I added in a quick handler to ignore the call when you are actually on the enemy.
Now comes the fun part. Completely rewriting how the combat works to use cards. I got visitors from out of town on Wednesday this week so hopefully I can make some stabs at it before then. Otherwise it will be after Easter the next time I will have fun coding time.
For Rogue Sharp the author changed the shortestpath return from a single cell to a Ienumberable collection of cells. This caused the ShortestPath return result to fail to compile. It wasn't hard to just change the 4 lines to match it up but definitely though it was going to be too easy to move from roguesharp 2 to 3.
The other fail that was a little trickier to figure out was that I wasn't setting the initial state of the game to PlayerTurn so I couldn't do anything when I entered the game. I had to check the source code for Rogue Sharp for this answer.
Finished the 3rd part of RogueSharp Monogame tutorial. There are a couple gotchas in terms of classes that have been moved but VS picks up on them and the hints get them sorted out.
Design: So start with 8 cards: 2 each of Earth, Fire, Air, and Water. Monsters will be colored to indicate which type they are. When you defeat them they will have a couple cards to choose from that you can grab. building up your deck. Not sure on draw mechanic. That is the stingy part of Dragonfire. you only get to draw two cards during draw phase. I would like more but I can see how that can be too powerful. Also since currently I am planning solo dungeon run the assist cards can't really help. Though maybe I can add a party to it later on and you can control multiple hands.
Of course first step is finish the tutorial.
Health - back to eating as few carbs as possible and working out. Like everyone does that is fit.
So where to begin.
DBP 2017 - didn't enter. Had a few contract gigs that kept me busy til the end of the year.
Game: working through this tutorial via monogame: RogueSharp Monogame Tutorial
Thinking of doing a mashup between that and DragonFire (for combat)
Life: New kid in July - boy this time. Nervous since I know how to handle girls from 0-4 so far.
Health: no carbs til April to see how blood tests go.
Weekly blog to continue.