I got exactly zero time in on HamQuest over the last week.
On the assembla space, I currently have six tickets in order to reach the first milestone, which I tentatively put at the end of September. This is me trying to establish a time specific goal.
Only six tickets, but that is deceptively simplistic. I know full well that two of the tickets, which are the refactoring of the main two classes involved in the game itself, will be quite involved and take quite a few times and more than a couple of tries in order to get it right. The others are more trivial, even the “save and load” functionality that I ripped out of the old version but have to put in new.
Also, one of the things I need to think about with saving/loading is the Rogue-like tradition of permadeath. It is against tradition to allow “save scumming” so common to other RPG type games. I’m not entirely certain I want to go with permadeath, but that decision is still a ways off. First I need to finish the rest of the refactor, because only at that time will I know the best way to save and load the game. I don’t think I want to go back to the original xml file that I had before. I never even bothered trying to make it difficult to hack. Of course, wading through the gigantic XML file was the price a cheater would have to pay in order to cheat, but so what?
Of course, a new issue with saving and loading is that the contents of the creature list and item list and terrain list are now configurable externally, which means that a player could conceivably save his game, go and modify the item, creature, or terrain lists, then load the game. It is entirely possible for the configuration to not even make sense with the save game. For this reason, I’m going to have to save and load the states of these tables.
But that’s a problem for later. Right now it is an issue of finding time to inch towards the goal line.