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Creatures can now spawn other creatures. Spawning has been generalized to filter on status (hidden), locale (hero adjacent), pattern (of attacking and spawning), and other parameters. Wolves can spawn other […]

Added a two new items and three new souls. The scythe fills a niche in the current weapons. It’s basically becoming the axe (damaging cleave), which is becoming the mace […]

There’s now a village with a monster in the center. This is the “Godzilla” quest. Godzilla is currently a wolf, but this could scale up with difficulty. The monster gets […]

Put the game in a more realistic play mode, where creatures do full damage and terrain defenses are in effect, some other minor changes. This was for a modest play […]

Started on a new type of quest, this one I’m calling “regional”, because it takes up significant area on an open world map. Walking due south of the origin you’ll […]

  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 […]