Local Game Engine = Keep Playing in the Tunnel!
Played on the way home from work and I had a jolly little adventure! Just sat down at the terminal now at 11:48pm to ponder creating a little blurb, accounts, […]
Played on the way home from work and I had a jolly little adventure! Just sat down at the terminal now at 11:48pm to ponder creating a little blurb, accounts, […]
Tough day of debugging. Minotaurs were loading up an obsolete AI class, so even when spawning for the godzilla quest they were trying to navigate a maze. Had another conflated […]
Well, something happened that is worthy of this devlog, and this is the only rightful place for the story. I thought about putting it on Facebook, but too nerdy and […]
Added a colour key for compasses, also applies to big map tiles. Added a quest cap of three, and a gradient of red compasses for each new one you get. Revised […]
Fixed some bugs: scroll of wind pushing NPCs, items not going through destroy logic when stolen by beast that leaves the map, thief movement after a steal. Some problems in mount movement […]
Refactored the minotaur cave into a full fledged labyrinth quest. Subquests include find the treasure, save the princess, and kill the minotaur. Letter quest got some remodelling. It now precalculates […]
Changed spawning so that low level beasts can still pop out later in the game. Added level ratings to items, and made some groupings for loot. Beasts can either be […]
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 […]