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!


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 […]

Year's Transition Update

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 […]

Escort Quest, infinite bug fixery

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 […]

Outside minor bugs, my sole OW focus for the past month has been refactoring the code for clarity and responsibility delineation, but especially strictly proper javascript. This involves not taking […]

Orc Race Is Best Race

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 […]

Races and Classes, the first wave

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 […]

Emergent Orcs and Trolls

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 […]

Content Update. Spoiler alert: Hedgehogs!

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 […]

Overworld, Breaking Radio Silence

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 […]

Bugs, Polish, and WARLOCKS

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 […]