When Sorrows Come They Come Not In Single Spies, But In Battalions
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 […]
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 […]
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 […]