Here’s the situation: Santiago, my erstwhile artist, has a long long list of requests that will go into a LOT of new game content and playable characters. It’s going to […]
Live version updated!
Here’s the situation: Santiago, my erstwhile artist, has a long long list of requests that will go into a LOT of new game content and playable characters. It’s going to be a ton of fun to do, so to keep myself honest, while he was doing that I started refactor some shit old code.
What I’ve gotten done, I’m quite proud of. As an outgrowth of trying to make swat work properly wrt ranged combat (if you could hit with your bow and arrow, you could also swat.. AND THERE WAS NOTHING I COULD DO ABOUT IT). Now the main soul movement logic has been laid out with much shallowed nesting, and that as well as a few other problems have been resolved.
The second thing achieved is a refactor of the core game service, which hitherto managed UI, graphics calls, game instantiation and loading, you name it. Now, the game engine itself is much more a separate entity, and the game orchestration module plugs into the other stuff, using the engine as an isolated unit to call into. This will allow me to later use the engine anywhere, and resolve games from any source (once I have random seeds tied to game instances). This will allow cool stuff like game verification and playback.
Now I want a break from refactoring. I have a list of new stuff to drop in like beetles, snails, ducks, cows, skunks, buckets, milk, balloons, masks, booze, lanterns, forks, boats, snow, new traps, new NPCs, and an eternal list! The game’s really fun, and I just cut a live version because it seems really stable right now!
I’m laid up with a nightmarish holiday affliction, some kind of gastrointestinal barf-fest that seemingly comes and goes as it pleases. But since it’s currently in remission I thought I’d […]
Just deployed the latest to prod after quite a dry spell. The build features a new quest where you must escort the princess across part of the overworld. It ties in […]
The orc has a tough late game, because everything wants to murder him. My latest character was doing pretty well with an axe, chainmail, and heavy boots. I turned down […]
Hello sports fans. If anyone alive is reading this, and you have Overworld access but haven’t tried it in a while… you my friend are sitting on a gem. Two […]
So I’ve been working away on the character system for Overworld, 10 new classes and races to play from including the barbarian, wizard, and halfling. There’s a lot to talk […]
New items! Sling: ranged weapon, 0.5 damage, 0.5 pierce Blunderbuss: ranged weapon, cleave, 1 damage, inoperable in water Crossbow: ranged weapon, 0.5 pierce, 2 damage, slow Cornuthaum: hat (protects from […]
Howdy ho peeparinos, dis ya boi rasty rappin’ from way down south where he all holed up in west LA. Had a kid about 4 months back, that’s why updates […]
Just been polishing up the meta I put in, works well I feel and gives a sense of progression. I also did a few minor things, like properly delineate aquatic […]