Friday, June 29, 2012


Things I did:
  • World generation is hard. My plans were to use the world map to make tailored inner maps, but actually implementing it is a pain. I have a little of that, but not enough. The maps generated are ok - not especially interesting, but good enough. Write-up and map generation write-up forthcoming I guess.
  • Changed things so that the worldmap is basically a static image and a separate screen so that you can hit "m" and see it (and zoom/move the camera around in it) and then esc to return to the local map and the game. This makes things a lot nicer.
  • More bug fixes with saves and map generation and blah blah blah. 
  • Straightened out the code. Nothing interesting feature-wise, but makes things easier code-wise. Wanted to make the inventory/equipment menu a little nicer, but it turns out that is hard too!

Things I need to fix (tomorrow?) before finally getting back to feature adding:
  • Inner maps should be saved in their own file.
  • Item saving should know whether or not they are equipables - do this via switch on the name I guess.
  • Having some way to move from one inner map to an adjacent one.
  • Inner maps should only be generated if they don't exist already.
  • The seenFOW map doesn't get rid of old things once they've been removed.

Feature adding I need to get to in order of what order it should be done in:

  • Make it really dangerous at night regardless of terrain: wolf spawns only happen on forests, and aren't frequent enough to force the player to seek safety.
  • Buildable menu - to select what B builds. 
    •      fire for woods
    •      rock walls for rock
  • Hunger - to force the player to scavenge. Saving of hunger.
  • Equipped stuff should stay equipped.
  • Exp system and leveling up. Saving for player stats etc.
  • More features for each biome type. Right now only rock walls on rock tiles, grass on grass, trees on forest. Maybe a few trees on grass/soil, dead tress on desert, bloodmoss (as enemy) on swamp..etc.
  • Enemy spawning - will be interesting again because I'll get to do some thinking about goblin towers, wolf caves, and roaming ogres on plains on the worldmap.


  • More equipment types.
  • More items.
  • More enemies.
  • Go back to inner map generation and ensure that if rivers are adjacent to other rivers, they connect. Rivers adj. to seas connect. Lava to lava connects.
  • Make lava passable again, but...If you walk over lava you should take huge damage.
  • River flow. If you walk over rivers, you should move with the river flow. 

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