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	<title>Woods of Torbin Development blog</title>
	<link>http://wot.blogsome.com</link>
	<description>To log the development of WoT (a roguelike game).</description>
	<pubDate>Sun, 15 Jan 2006 22:34:21 +0000</pubDate>
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	<language>en</language>

		<item>
		<title>Web site blues</title>
		<link>http://wot.blogsome.com/2006/01/16/web-site-blues/</link>
		<comments>http://wot.blogsome.com/2006/01/16/web-site-blues/#comments</comments>
		<pubDate>Sun, 15 Jan 2006 22:34:21 +0000</pubDate>
		<dc:creator>Kostatus</dc:creator>
		
	<category>Uncategorized</category>
	<category>Website news</category>
		<guid>http://wot.blogsome.com/2006/01/16/web-site-blues/</guid>
		<description><![CDATA[	Geocties now has an hourly limit of 4.2MB.  Say if a release is 700KB that a maximum of 6 per hour, excluding browsing.  Which is generally not bad overall.  But what when a release comes up there is usualy a much higher numbe of people visiting than usual, and hence higher browsing [...]]]></description>
			<content:encoded><![CDATA[	<p>Geocties now has an hourly limit of 4.2MB.  Say if a release is 700KB that a maximum of 6 per hour, excluding browsing.  Which is generally not bad overall.  But what when a release comes up there is usualy a much higher numbe of people visiting than usual, and hence higher browsing and downloading in a shorter period of time.  Then the 4.2MB might be a pain.</p>
	<p>Could just wait and see, but it&#8217;s probably time to go to change host anyway, shouldn&#8217;t keep using &#8220;kostatus&#8221; in the address for the game.</p>
	<p>Tripod is the best alternative I see, but while Geocities works out to be bout 3GB bandwidth p/m (though with the evil hourly limit), Tripod is 1GB p/m (but without the evil limit).
</p>
]]></content:encoded>
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		<title>Change of Name</title>
		<link>http://wot.blogsome.com/2006/01/16/change-of-name/</link>
		<comments>http://wot.blogsome.com/2006/01/16/change-of-name/#comments</comments>
		<pubDate>Sun, 15 Jan 2006 22:13:33 +0000</pubDate>
		<dc:creator>Kostatus</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2006/01/16/change-of-name/</guid>
		<description><![CDATA[	I propose we change the name.  Several reasons.
	
	The &#8220;woods&#8221; theme hasn&#8217;t been used very much, and I don&#8217;t think it will be anytime soon, if ever.
	&#8220;Woods of Torbin&#8221; is a bit too long of a name for people to type into an address bar.   Having http://www.geocities.com/woodsoftorbin/ is a bit silly, so the [...]]]></description>
			<content:encoded><![CDATA[	<p>I propose we change the name.  Several reasons.</p>
	<ol>
	<li>The &#8220;woods&#8221; theme hasn&#8217;t been used very much, and I don&#8217;t think it will be anytime soon, if ever.</li>
	<li>&#8220;Woods of Torbin&#8221; is a bit too long of a name for people to type into an address bar.   Having http://www.geocities.com/woodsoftorbin/ is a bit silly, so the acronym <i>wot</i> is used, but this acronym is too common.  Googling for it would give you millions of result and no sign of our game anywhere near the top.  Even googling for &#8220;WoT game&#8221; would give you something else - The Wheel of Time.</li>
	<li>Using &#8220;WoT&#8221; in the URL is too ambiguous (not to mention them being taken most of the time), using &#8220;kostatus&#8221; as I do now is a bit silly.</li>
	<li>Adding &#8220;RL&#8221; for <i>Roguelike</i> at the end of the name would not make sense in this issue.  <i>WoTRL</i>?  YUK!</li>
	</ol>
	<p>So as much I have gotten used to and attached the name Woods of Torbin and WoT, I think we will need a change.</p>
	<p>I haven&#8217;t thought up a definite replacement yet, it&#8217;s hard.  But here are a few proposals (I am not too warmed up to either one actually):</p>
	<ul>
	<li>Torbin</li>
	<li>TorbinRL</li>
	<li>Kostellas (Kostatus+Atholas=Kostellas, a bit ridiculous though&#8230; And sort of like naming a city &#8220;Stalingrad&#8221; after yourself)</li>
	<li>Something in a foreign language typed up in English.  I like <a href="http://papaki.blogspot.com/">Papaki</a>&#8217;s name.</li>
	</ul>
	<p><i>By Kostatus</i>
</p>
]]></content:encoded>
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		<title>A* Memory footprint optimization and Sound subsystem</title>
		<link>http://wot.blogsome.com/2005/11/28/a-memory-footprint-optimization-and-sound-subsystem/</link>
		<comments>http://wot.blogsome.com/2005/11/28/a-memory-footprint-optimization-and-sound-subsystem/#comments</comments>
		<pubDate>Sun, 27 Nov 2005 12:52:39 +0000</pubDate>
		<dc:creator>Atholas</dc:creator>
		
	<category>Algorithms</category>
		<guid>http://wot.blogsome.com/2005/11/28/a-memory-footprint-optimization-and-sound-subsystem/</guid>
		<description><![CDATA[	I have started working on Sound, as Kostatus has gracefully taken over the work of melee code. In the process of doing so, I simplified the Node class originally used by A* and derived an AStarNode subclass from it. This makes the Node class useful as a base for building other more creature senses, should [...]]]></description>
			<content:encoded><![CDATA[	<p>I have started working on Sound, as Kostatus has gracefully taken over the work of melee code. In the process of doing so, I simplified the Node class originally used by A* and derived an AStarNode subclass from it. This makes the Node class useful as a base for building other more creature senses, should they become necessary.</p>
	<p>I have revisited my originally flawed implementation of A* and made some changes to it to reduce memory footprint. The original design was a lazy quick hack. Now I am happy to say that the memory usage has been reduced by a factor of 2/3. The reason why I favor memory footprint over speed is because the in-dev WoT as it is (with my configuration) requires 35MB to run, including all the overhead of the Java VM. I don&#8217;t want to add any extra fat to that. Normal creature movement uses ~3% of my (1.4 GHz) CPU cycle. So that should be as good as it can get. Besides, the memory saving will become even more significant when the pathfinding algorithms (A*, Dijkstra) are used on bigger maps; so the little loss on CPU cycles is not too bad.</p>
	<p>The basic framework for sound has been implemented. I&#8217;m a bit too tired to test it out now, so I will probably do it tomorrow or later in the week.</p>
	<p><em>by Atholas</em>
</p>
]]></content:encoded>
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		<title>Funny link</title>
		<link>http://wot.blogsome.com/2005/11/26/funny-link/</link>
		<comments>http://wot.blogsome.com/2005/11/26/funny-link/#comments</comments>
		<pubDate>Fri, 25 Nov 2005 12:13:16 +0000</pubDate>
		<dc:creator>Kostatus</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2005/11/26/funny-link/</guid>
		<description><![CDATA[	A roguelike trailer: http://fin.broodwar.com/dbd-alpha.avi  
	By Kostatus

]]></description>
			<content:encoded><![CDATA[	<p>A roguelike trailer: <a href="http://fin.broodwar.com/dbd-alpha.avi">http://fin.broodwar.com/dbd-alpha.avi</a> <img src='http://wot.blogsome.com/wp-images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
	<p><i>By Kostatus</i>
</p>
]]></content:encoded>
			<wfw:commentRss>http://wot.blogsome.com/2005/11/26/funny-link/feed/</wfw:commentRss>
<enclosure url='http://fin.broodwar.com/dbd-alpha.avi' length='1079296' type='video/msvideo'/>
<enclosure url='http://fin.broodwar.com/dbd-alpha.avi' length='1079296' type='video/msvideo'/>
	</item>
		<item>
		<title>Next release, draft goals</title>
		<link>http://wot.blogsome.com/2005/11/24/next-release-draft-goals/</link>
		<comments>http://wot.blogsome.com/2005/11/24/next-release-draft-goals/#comments</comments>
		<pubDate>Thu, 24 Nov 2005 05:30:47 +0000</pubDate>
		<dc:creator>Kostatus</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2005/11/24/next-release-draft-goals/</guid>
		<description><![CDATA[	Some draft goals that we need to complete before the next release:
	
	Melee and Ranged fighting fully implemented.
	Save games and persistent levels.
	Fully implemented inventory handling system.
	A town map, and maybe even a world map.
	Support for &#8220;simple graphics&#8221; which includes the ASCII tiles.
	Food and hunger (at least for the PC)
	Character selection (&#8221;birth&#8221;)
	Some way to win the game.
	At [...]]]></description>
			<content:encoded><![CDATA[	<p>Some draft goals that we need to complete before the next release:</p>
	<ol>
	<li>Melee and Ranged fighting fully implemented.</li>
	<li>Save games and persistent levels.</li>
	<li>Fully implemented inventory handling system.</li>
	<li>A town map, and maybe even a world map.</li>
	<li>Support for &#8220;simple graphics&#8221; which includes the ASCII tiles.</li>
	<li>Food and hunger (at least for the PC)</li>
	<li>Character selection (&#8221;birth&#8221;)</li>
	<li>Some way to win the game.</li>
	<li>At least a demo-level body part damage system.</li>
	<li>At least a demo-level shop system (shop assistant goes to back of store-room)</li>
	</ol>
	<p><b><i>More to be added later!</i></b></p>
	<p><i>By Kostatus</i>
</p>
]]></content:encoded>
			<wfw:commentRss>http://wot.blogsome.com/2005/11/24/next-release-draft-goals/feed/</wfw:commentRss>
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		<item>
		<title>Basic Creature AI Movement Completed</title>
		<link>http://wot.blogsome.com/2005/11/23/creature-ai-movement-completed/</link>
		<comments>http://wot.blogsome.com/2005/11/23/creature-ai-movement-completed/#comments</comments>
		<pubDate>Tue, 22 Nov 2005 21:47:53 +0000</pubDate>
		<dc:creator>Atholas</dc:creator>
		
	<category>Algorithms</category>
		<guid>http://wot.blogsome.com/2005/11/23/creature-ai-movement-completed/</guid>
		<description><![CDATA[	I wasn&#8217;t so happy with the original AI movement that the nomial creature does; it was implemented quickly to check for the correctness of our A* implementation. So, I started adding in features that make the AI movement more &#8220;realistic&#8221;. Having implemented all that, I wasn&#8217;t too happy with the way A* break ties &#8212; [...]]]></description>
			<content:encoded><![CDATA[	<p>I wasn&#8217;t so happy with the original AI movement that the <em>nomial</em> creature does; it was implemented quickly to check for the correctness of our A* implementation. So, I started adding in features that make the AI movement more &#8220;realistic&#8221;. Having implemented all that, I wasn&#8217;t too happy with the way A* break ties &#8212; it doesn&#8217;t do it at all. I have experitmented with different method of tie-breaking and other people&#8217;s idea, and eventually the tie-breaking problem is partially solved, but I am left with some odd cases where the tie-breaking method doesn&#8217;t work. In the end, I have to tweak the A* algorithm even more to deal with these cases. Contrasting the current pathfinding algorithm with the one in the old C++ WoT 0.0.2 gamma 1 release (we also had a 0.0.3, but that was an internal release), the current A* implementation is definitely much more mature and also more fun to play around with.</p>
	<p>As far as pathfinding goes, there is very little left to do. Most of the AI basic movement features I have wanted are implemented, and the ones that I have in mind are gonig to get implemented soon. Thanks to Kostatus and our new co-developer, there isn&#8217;t so much tension in rolling out releases. So, I am left with a lot of time to pursue new ideas and polish the existing ones.</p>
	<p>AI movement is affected by a lot of factors, and (shrotest-)pathfinding is only one of them. So just movement AI alone, there is much left to do. I am going to start implementing AI features that Kostatus and I wish to see in the mid-Feb release (I will temporarily codename it Rockie), in particular the next feature I will implement is sound-driven movement. We don&#8217;t have enough infrastructure as yet to implement the other AI I have planned, so I will leave them out for now. I will most likely have to reassign some of the basic attack codes to Kostatus ot implement myself a bit later.</p>
	<p><em>by Atholas</em>
</p>
]]></content:encoded>
			<wfw:commentRss>http://wot.blogsome.com/2005/11/23/creature-ai-movement-completed/feed/</wfw:commentRss>
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		<item>
		<title>Docs</title>
		<link>http://wot.blogsome.com/2005/11/20/docs/</link>
		<comments>http://wot.blogsome.com/2005/11/20/docs/#comments</comments>
		<pubDate>Sun, 20 Nov 2005 00:37:35 +0000</pubDate>
		<dc:creator>Kostatus</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2005/11/20/docs/</guid>
		<description><![CDATA[	Latest Java docs are now available for browsing at http://wot.00pro.com/docs/.
	By Kostatus

]]></description>
			<content:encoded><![CDATA[	<p>Latest Java docs are now available for browsing at <a href="http://wot.00pro.com/docs/">http://wot.00pro.com/docs/</a>.</p>
	<p><i>By Kostatus</i>
</p>
]]></content:encoded>
			<wfw:commentRss>http://wot.blogsome.com/2005/11/20/docs/feed/</wfw:commentRss>
	</item>
		<item>
		<title>WoT odd debugging poetry</title>
		<link>http://wot.blogsome.com/2005/11/19/wot-odd-debugging-poetry/</link>
		<comments>http://wot.blogsome.com/2005/11/19/wot-odd-debugging-poetry/#comments</comments>
		<pubDate>Fri, 18 Nov 2005 19:13:11 +0000</pubDate>
		<dc:creator>Atholas</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2005/11/19/wot-odd-debugging-poetry/</guid>
		<description><![CDATA[	Before I post anything further, I fixed the bug mentioned in the last post. I for some reason started writing some pretty crazy debugging messages. Here is one:
	DEBUG: Summer rain. Summer pain. Summer rains when Summer faints.
When Summer ends and life gets tough, drink some vodka, take some puff.
	This was inspired by the previous one:
	How [...]]]></description>
			<content:encoded><![CDATA[	<p>Before I post anything further, I fixed the bug mentioned in the last post. I for some reason started writing some pretty crazy debugging messages. Here is one:</p>
	<blockquote><p>DEBUG: Summer rain. Summer pain. Summer rains when Summer faints.<br />
When Summer ends and life gets tough, drink some vodka, take some puff.</p></blockquote>
	<p>This was inspired by the previous one:</p>
	<blockquote><p>How I love thee when thee crash, oh summer love</p></blockquote>
	<p>One of the WoT developer is a Russian, hence the reference to vodka :-p Just to poke some fun at him.</p>
	<p><em>by Atholas</em>
</p>
]]></content:encoded>
			<wfw:commentRss>http://wot.blogsome.com/2005/11/19/wot-odd-debugging-poetry/feed/</wfw:commentRss>
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		<item>
		<title>A* Implementation Completed!</title>
		<link>http://wot.blogsome.com/2005/11/19/a-implementation-completed/</link>
		<comments>http://wot.blogsome.com/2005/11/19/a-implementation-completed/#comments</comments>
		<pubDate>Fri, 18 Nov 2005 18:34:25 +0000</pubDate>
		<dc:creator>Atholas</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2005/11/19/a-implementation-completed/</guid>
		<description><![CDATA[	The A* as it stands is rather bug-free and is working pretty well on all the tests I have done on it. I ended up using a TreeMap, and 2 HashMap for A* for the fastest operation. The testing revealed some pitfalls in the creature generation code, so it was quality time spent. I have [...]]]></description>
			<content:encoded><![CDATA[	<p>The A* as it stands is rather bug-free and is working pretty well on all the tests I have done on it. I ended up using a TreeMap, and 2 HashMap for A* for the fastest operation. The testing revealed some pitfalls in the creature generation code, so it was quality time spent. I have notified Kostatus about this bug, and might fix it myself. This turned out to be a pretty small bug, so no big deal there.</p>
	<p>When I am confident enough to commit the code, I will start on working on Melee. Kostatus has been working on status display, items and some other stuff. I might redirect the Melee part to Kostatus and work on some new features for the creatures (which I won&#8217;t make any further announcement about &#8212; a surprise for those who will play the release due to debut soon), depending on how fast Kostatus can get some basic item working.</p>
	<p>I am a little unhappy about our new developer not making any commits yet. I hope that it is only laziness rather than crisis that is dragging him behind&#8230; but since Kostatus and I have picked up the speed on development (so much that the documentation for my part of the code constantly get outdated), this shouldn&#8217;t cause any trouble for the mid-Feb release. I must go update the documentation soon.</p>
	<p>Watch this space.</p>
	<p><em>By Atholas</em>
</p>
]]></content:encoded>
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		<item>
		<title>Wish list for next release</title>
		<link>http://wot.blogsome.com/2005/11/17/wish-list-for-next-release/</link>
		<comments>http://wot.blogsome.com/2005/11/17/wish-list-for-next-release/#comments</comments>
		<pubDate>Thu, 17 Nov 2005 00:46:19 +0000</pubDate>
		<dc:creator>Kostatus</dc:creator>
		
	<category>Uncategorized</category>
		<guid>http://wot.blogsome.com/2005/11/17/wish-list-for-next-release/</guid>
		<description><![CDATA[	
	All the features of the (unreleased) 0.0.3
	Random World Map
	Random town maps
	Basic conversations with NPCs
	Sound-driven AI for some creatures
	Highscores
	
	By Kostatus

]]></description>
			<content:encoded><![CDATA[	<ul>
	<li>All the features of the (unreleased) 0.0.3</li>
	<li>Random World Map</li>
	<li><i>Random</i> town maps</li>
	<li>Basic conversations with NPCs</li>
	<li>Sound-driven AI for some creatures</li>
	<li>Highscores</li>
	</ul>
	<p><i>By Kostatus</i>
</p>
]]></content:encoded>
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