Most of the work i am doing in KGoldrunner for KDE4 is still hidden from the user. I have ported it initially from KDE3 QCanvas to use the new QGraphicsView architecture. After a couple of weeks, it became apparent that QGV architecture is probably not a good fit for the requirements we had for this game. Today I commited a new version, built with a lighter canvas replacement, from KBoard (kboard.sourceforge.net.) Performance is excellent, and I thank Maurizio Monge for convincing me to give it a try 🙂 Code is already in SVN, and with this the initial port for KDE4 is finally complete. BTW, Maurizio just got SVN commit rights, and we have big plans involving KBoard and this light canvas class for the near future 🙂
But back to KGoldRunner: now we can (finally!) start working on improvements that are visible to the user! Ian Wadham is KGoldRunner´s current maintainer, and he has great ideas about new features. One of the plans is to add the option of “modern” graphics to the engine, while still maintaining the retro look, among several other minor improvements and new levels.
But recently I realized that most people ditch KGoldRunner without even trying to play it because they believe the graphics are of poor quality. This is true specially for the newer audience, since they have not been exposed to KGoldRunner´s inspiration, the original LodeRunner. I guess we have to do something to address this situation.
If you do not know what LodeRunner was, it was probably one of the most influential titles in the history of computer games. Wikipedia comes to the rescue:
If you have not played LodeRunner, give KGoldRunner a try. The mouse control might seem non-intuitive during the first 30 seconds, but follow the tutorials, and you will be having fun in no time.
In other news, KMahjongg is progressing slowly, but I plan to devote a lot of time to it during aKademy. Also, Dimtry Suzdalev has reimplemented most of KReversi, and the SVN version is already using small SVG tiles, contributed by me. But more on this tomorrow…