Route-picking for the letter quest
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 […]
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 […]
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 […]
Added a new vendor, the inn. Currently empty, it appears next to the shop about 5 tiles out from center. It features a bedroom with a bed and two storage tiles. […]
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 […]