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Hi, I'm Stefan Valentin.

This is the development blog for the game I'm working on called Ripple. It's a 2D turn based simulation/strategy game that draws inspiration from Majesty, Dwarf Fortress, and the Sims.

Changelog from Oct 14th to Feb 6th

Der Changelog

195 commits wowzerz

  • 2015-10-14 Init b3 test page
  • 2015-10-15 Created b3 waitaction
  • 2015-10-16 Got some tree stuff working
  • 2015-10-17 Jacked up the b3 page with the pixi test stuff
  • 2015-10-18 Reimplemented logic for pixi test using reallll basic behavior tree
  • 2015-10-19 Wrote own Composite action that picks random action from list
  • 2015-10-20 Finally got stupid composite/whatever b3 working
  • 2015-10-21 made a janked up wolf. everythig is laggy now
  • 2015-10-22 Tree eats shit with too many agents????
  • 2015-10-23 Deer now use b3 behavior trees. real glitchy
  • 2015-10-24 Pulling in b3 code manually.
  • 2015-10-25 Kind of got the wander action working
  • 2015-10-26 Flee action actually flees. SUPER buggy
  • 2015-10-27 Fine tuning the flee/wander stuff for deer
  • 2015-10-28 Deer now actually move at proper speed again
  • 2015-10-29 Random tile function now enforces manhattan distance (no diagonal)
  • 2015-10-30 Stubbed out some stuff for b3 action for wolf hunting deer
  • 2015-10-31 Name all anon functions in citizen.js
  • 2015-11-01 jshint appeasement
  • 2015-11-02 More jshint appeasement.
  • 2015-11-03 Finished jshint appeasement
  • 2015-11-04 Got wolves actually hunting deers properly(ish)
  • 2015-11-05 Pulled out b3 actions for hunting into separate files
  • 2015-11-06 Added a testLog singleton that can be toggled to reduce log output
  • 2015-11-07 Created RandomAction composite.
  • 2015-11-08 Commented out tests to get tests running.
  • 2015-11-09 Got the Repeater decorator working properly
  • 2015-11-10 Rewrote RunFromWolf action to make better use of behavior tree
  • 2015-11-11 Broke up run from wolf action into separate files
  • 2015-11-12 Rewrote wolf hunting behavior to use behavior tree structs better
  • 2015-11-13 Split up hunt prey action into multiple files
  • 2015-11-14 Changed all setPosition calls to setTile
  • 2015-11-15 Added a getById method to agentsService
  • 2015-11-16 Wolf is no longer hungry after killing a deer
  • 2015-11-17 Added an agent checks service (might just lump into agentsService)
  • 2015-11-18 Refactored gameManager.getRandomAgent to make more sense
  • 2015-11-19 Goblins now use behavior tree.
  • 2015-11-20 Refactored AgentPrototype.agentWithTraitIsNearby to use existing methods
  • 2015-11-21 Adventurer now uses behavior tree.
  • 2015-11-22 Adventurer now hunts monsters again
  • 2015-11-23 Adventurer now attacks monster lairs again
  • 2015-11-24 Update readme image
  • 2015-11-25 Adventurers now hunt out gold on the map again
  • 2015-11-26 Adventurer hangs out in tavern again
  • 2015-11-27 Adventurer now stays in the tavern like he’s supposed to
  • 2015-11-28 First instance of getting adventurer to sleep in tavern.
  • 2015-11-29 Adventurer properly waits for 8 hours and then heals.
  • 2015-11-30 Stubbed out BuyItem behavior for adventurer
  • 2015-12-01 Goblin uses behavior tree
  • 2015-12-02 Made citizens use behavior trees and be murdering idiots
  • 2015-12-03 Got first draft of semi-functional sleeping behavior for citizens
  • 2015-12-04 Refactored find nearest resource function to have search
  • 2015-12-05 Citizens now will go and eat food items
  • 2015-12-06 Cleanup
  • 2015-12-07 Holy crap citizens do their jobs again. And with so little code.
  • 2015-12-08 Add some more unique keys for b3 actions
  • 2015-12-09 Optimize getAgentsFromOptions
  • 2015-12-10 Added cache to getAgentsFromOptions calls.
  • 2015-12-11 Probably fixed some slowdown with item spawn code
  • 2015-12-12 jshint appeasement
  • 2015-12-13 Pull out adventurer behavior tree into new file
  • 2015-12-14 Stubbed out behavior for goblins to start stealing
  • 2015-12-15 Items now show whether they’re claimed or not.
  • 2015-12-16 Added admin menu button to toggle claimed status of items
  • 2015-12-17 Clicking objects in the game outputs them to the console
  • 2015-12-18 Deer now counter attack wolves (lol)
  • 2015-12-19 Everyone else defends themselves too
  • 2015-12-20 Added method to search for any game object by id
  • 2015-12-21 Items are hidden when stored in buildings/crates again
  • 2015-12-22 Only create hauler tasks for claimed items
  • 2015-12-23 Show what buildings can store in their building card
  • 2015-12-24 Goblins now come to steal food and gold.
  • 2015-12-24 Made update methods for agents uniform again
  • 2015-12-24 Working on outputting agents current actions via behavior tree
  • 2015-12-24 Show behavior tree actions in hover over state for agents
  • 2015-12-25 Info box adjusts to the content inside
  • 2015-12-25 Use the name/description/title for actions as well
  • 2015-12-25 Optimization to change to info box
  • 2015-12-25 Stop multiple agent.die calls from erroring
  • 2015-12-26 Added basic names for buildings
  • 2015-12-27 Huts and houses are no longer named
  • 2015-12-27 Added herbalist building names
  • 2015-12-27 Created test level to test out really small map
  • 2015-12-27 Set min speed for game camera to 10
  • 2015-12-27 Made map and monsters more configurable for tests
  • 2015-12-27 Made spawning monsters on test levels more configurable
  • 2015-12-27 Stop adjacents from moving to targets that they are already at
  • 2015-12-27 Fixed some issues with tiles returning empty siblings
  • 2015-12-28 Removed some of the boilerplate around test levels
  • 2015-12-29 Goblins steal items (!!!)
  • 2015-12-30 Separate GetExitTile into its own file
  • 2015-12-30 Can now spawn buildings via options for test levels
  • 2015-12-30 Can now spawn buildings with items inside
  • 2015-12-30 Items spawned in storage are claimed.
  • 2015-12-30 Got rid of unecessary CheckWolfAction
  • 2015-12-30 Goblins attack buildings if they have nothing else to do
  • 2015-12-31 Remove extra checkifdead call
  • 2016-01-01 Tried to make gamelog more efficient. failed
  • 2016-01-02 Working on improving interface between behavior tree and tasks
  • 2016-01-03 Rewrite builder task to use behavior tree
  • 2016-01-03 Throttle info box expansion update
  • 2016-01-04 Split up builder task actions into separate files
  • 2016-01-05 Rewrote harvester task using behavior tree
  • 2016-01-06 Pulled out some files, jshint appeasement
  • 2016-01-06 Converting over the task code to focus on behavior trees
  • 2016-01-06 Converted builder task over to new task code
  • 2016-01-06 Fixed issue with GatherResources task causes items to lose their tiles
  • 2016-01-06 Build tasks are now properly suspended when resources run out
  • 2016-01-06 Added test to test villager hunger.
  • 2016-01-06 Got craft task working again.
  • 2016-01-06 Craft tasks are suspended and unsuspended properly
  • 2016-01-07 Fixed caching of agent search not working
  • 2016-01-07 Converted farming task over to behavior tree
  • 2016-01-07 Can now start level with a farm already spawned
  • 2016-01-07 Improved way crop data is fetched
  • 2016-01-07 Fixed farmer task being broken.
  • 2016-01-07 jshint appeasement
  • 2016-01-08 Added bars for needs of citizens to the citizen panel
  • 2016-01-09 Villagers now sleep in their homes again
  • 2016-01-09 Separated some task code into separate files
  • 2016-01-09 Started working on behavior tree for trader
  • 2016-01-09 Fleshed out trader behavior tree a bit more
  • 2016-01-10 Added es6, changed a bunch of funcs over to => in agent code
  • 2016-01-11 Changed citizen funcs to use =>
  • 2016-01-12 Trader now leaves town when he’s done again
  • 2016-01-12 Cleaned up trader code
  • 2016-01-12 STarted working on a mock agent history based on b3
  • 2016-01-13 Updated UI with new crappy history
  • 2016-01-14 Fleshing out history more.
  • 2016-01-15 Fix builder task with descriptions etc
  • 2016-01-16 Goods list uses images for requirements
  • 2016-01-17 Setup test level for adventurer buying items from shop
  • 2016-01-17 Adventurer can now buy things
  • 2016-01-17 Fixed inventory check not working
  • 2016-01-17 RAndom cleanup. stubbed out spot for adventurer to search for items
  • 2016-01-17 Adventurer will now go pick up items they desire if unclaimed
  • 2016-01-17 Made info in building card around items contained more expressive
  • 2016-01-18 Reduce amount of wildlife. Stop deer from fleeing infinitely
  • 2016-01-18 REfactored citizen panel to be used for all agents
  • 2016-01-18 Added health stat to agent card
  • 2016-01-18 Working on having agents search for items to equip
  • 2016-01-18 Citizens now actually hunt out and pick up better gear.
  • 2016-01-18 Agents now actually equip items that are better.
  • 2016-01-19 Fixed villager hivemind due to shared blackboard
  • 2016-01-20 ADded a check to make sure there aren’t any more hiveminds
  • 2016-01-21 Permanently fixed the whole blackboard hivemind issue
  • 2016-01-22 Added another test. Fixed some react warnings
  • 2016-01-23 jshint appeasement
  • 2016-01-23 Refactor game levels a bit
  • 2016-01-24 Made it so wealth events can be triggered
  • 2016-01-25 Fixed goblins not properly attacking agents.
  • 2016-01-26 Agents exit buildigns when they’re destroyed again
  • 2016-01-26 Made farm menu like bulding list
  • 2016-01-26 Fixed case where farms couldn’t be placed with less than seeds count
  • 2016-01-26 Farm menu now handles active state properly
  • 2016-01-26 Added tooltip for farm items similar to buildings list
  • 2016-01-27 villagers now defend each other again
  • 2016-01-27 Added explicit text for buttons in fixed menu
  • 2016-01-27 Moved list of resources and villagers etc to left side of screen
  • 2016-01-27 Improved resources service. Improved resource counts on left
  • 2016-01-27 Clean up fixed menu a little bit
  • 2016-01-27 Simplified town overview a bit
  • 2016-01-28 Made default map bigger. Made minimap scale better
  • 2016-01-29 Made camera moved with wasd
  • 2016-01-30 Get rid of inane Harvestible class
  • 2016-01-30 Switched to eslint
  • 2016-01-30 eslint cleanup
  • 2016-01-30 Fixed hills not being minable
  • 2016-01-31 Balance tweaks
  • 2016-01-31 Citizens now have names beneath them
  • 2016-01-31 Properly centered names for villagers
  • 2016-02-01 Created a SaveGameManager. Started work on serializing items.
  • 2016-02-01 Working on more serialization. Improved drops/butcher lists
  • 2016-02-01 Little eslint cleanup.
  • 2016-02-01 Finished up serializing agents
  • 2016-02-02 Got save game manager properly storing and retrieving saves
  • 2016-02-02 Store last unique id in local storage to stop collisions
  • 2016-02-02 Created load game menu
  • 2016-02-02 Saves are now deletable
  • 2016-02-02 Saves now have timestamps and are sorted
  • 2016-02-02 Got basic agents loading with their names
  • 2016-02-02 Got agents being loaded at their proper position
  • 2016-02-03 Fix bug with cycle being created on savegame load
  • 2016-02-03 Better handling of loading/saving status
  • 2016-02-03 Got health and a bunch of other things loading from save properly
  • 2016-02-03 Initial serialization of map data
  • 2016-02-03 ADd button to load game menu to download save
  • 2016-02-04 Rename Map -> GameMap cause es6. Options for map constructor
  • 2016-02-05 Basic loading of map data from save
  • 2016-02-06 Got resources being laoded from save
  • 2016-02-06 Fix bug with citizens getting tasks
  • 2016-02-06 Fixed agents not having sprites
  • 2016-02-06 Got buildings being loaded
  • 2016-02-06 Buildings spawned from admin menu on right tile
  • 2016-02-06 Buildings can be loaded with contained items on load game