Game engine structure taking shape
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 […]
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 […]
Changed AI so that beasts can be aware of the hero, but if not adjacent and they haven’t seen their quarry in the past turn, they will be unable to […]
Yesterday and today I laid the groundwork for items. Items can be on the ground or in a soul’s inventory. If on the ground, there’s a limit of one per […]