This post compiles 2 days worth of posts from the forum I also post this blog on.
8/14/08:
I created most of the fighter's starting items: Leather Helmet, Bronze Sword, Leather Breastplate. In addition the fighter will probably start with some food, a few other misc items, and possibly a few random potions.
Modified combat to take into account any weapons the player might be using. Additionally I implemented the elemental resistance/attack system. There are 5 elements: fire, ice, wind, earth, and spirit. Every creature can have negative or positive resistances in all 5 elements.
When you attack an enemy the game determines which elemental attribute is the highest on your weapon and it uses that value as a percentage. If for example you have a Icy Sword of Death with 100 ice attack which this turn rolls for 50 dmg. Then you will do 50 ice dmg in addition to the base dmg. However that 50 ice dmg will be modified by the enemies ice res. If the enemy has an ice res of 10 then it will be reduced by 5 dmg, doing a total of 95(50 base + 45 ice dmg).
If instead that enemy has a weakness to ice dmg, say -50, then the ice dmg will be increased by 50%. Resulting in a total dmg of 125(50 + 50*1.5). Additionally enemies can have over 100 res to a specific element resulting in healing. For example lets say our enemy has 150 ice res. Then we would have only 25 dmg total(50 + (-25)). In that scenario the enemy was dmged for 50 from the base dmg of the sword and then healed by 25 because of his high resistance to ice. It is of course possible then that the entire attack could result in healing.
For example if that enemy has 300 ice res. Then the total dmg would be -50 or in other words the enemy was healed for a total of 50 dmg. Of course such high resistances won't exactly be common, most likely they will be reserved for certain bosses or special types of enemies.
8/15/08:
Post 1(of that day):
This morning I spent some time optimizing a few very poorly written pieces of code and I managed to cut down RAM usage by about 6 MB or roughly 25%.
I also started to implement the script that generates random dead end paths on the hallways. I'm not really happy with it yet so I'll have to work on it some more but here is a pic to show you what I have so far:
Screen: http://www.flickr.com/photos/26996118@N06/2766085704/sizes/o/
Currently it generates 5 to 9 "dead end" pathways with each pathway having a length of 3 to 12 tiles. However, since the direction is randomly chosen and since I prevent these dead ends from overlapping with anything other than blank space most of the dead ends end up being much shorter than that. I might experiment with forcing the hallway to the length determined(by making it "roll" again so to speak if it chooses a direction that would overlap something else - currently if it does that it still subtracts one from the length left and then repeats the process). Of course if I do that there is a chance that I might get stuck in an infinite loop but it would be pretty simple to write code to prevent that.
Post 2 and 3(of that day):
Started work on the random item generation(for the items that are found on a dungeon floor). It works but I'll have to continually modify it as I add new items to the game, however that is a rather simple task(just changing the bounds on the random number generator).
Worked on creating some more items for the game. Not too many but the first "set" of armor - leather, a few weapons, some food items, etc. Also worked on various misc. things throughout the game - modified rotted food, a few item abilities, etc.