Overworld

Made a function to filter for desired positions on criteria like distance from a point, distance from origin, init status of map/plan, etc. Broke the filter logic I had in […]

A decoupled the decision of what tiles to spawn, and actually spawning them, in the area object. This allows the map to treat each tile separately, running its own reveal […]

More cleanup of variable names and other minor stuff. Wish I could write it perfectly the first time. Introduced a new creature stat, vision, which allows them to see hidden […]

Introduced a basic, weighted spawn system for various portal types in the plot. Inns, shops, caves, and stairs will now spawn following a certain set of rules. These rules will […]

Was sick and/or busy for a while. The maze now picks some minimally-distant starting points for the entrance, some treaure, and a new beast, the minotaur. A* pathing has been […]

  Refactored attacks with a more elegant structure, in the process fixing bugs where a) victims would die before being pushed back, and b) NPCs could take cleave damage. Cut the […]

Added a new category of items, currently called accessories. These include the helm, boots, ring, glasses, snorkel, bottle, pan, and towel. Not all have functionality attached yet, but here are […]

If a player’s steed is hit by a feared creature, the beast will make an attempt to flee on the player’s next turn. This will use up the player’s move. […]

Been working on new map and plan classes for shops, powering the logic that will make wares available to the needy adventurer. Shops spawn three for-sale items, initially. Items in the […]