April 2015

  Found the most understandable way I could of expressing the desire to return an array of points, composing a path between two Cartesian points, where the path is traversed […]

Continued work on the router. I have settled on what I consider a good solution to the problem of finding interesting quest routes. 1. Points in a circular band of […]

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 […]