Sunday, August 18, 2013

There is infinitesimal chance that I will return to work on this (unless some catastrophe happens, God forbid.) Thank you for the views, and be reassured that it was never anything especially interesting or worthwhile anyways.

Sunday, December 23, 2012

Made mouse border less restrictive - instead of physically keeping the mouse to the game borders, simply keeps the in-game mouse to the borders

Added a sleep if thread updates faster than 100 ms in game

Big internal clean-up - maps and positions are now based on 1 as the unit, instead of 8, which was an artifact of the tile size

added mouse cursor to world map and position so you can tell where you are

in the middle of a big innermap overhaul; previously each world map square represented one inner map, but this doesn't really make sense because you can't get any correlating information between the world map and the inner map intuitively; now each inner map covers a 5x5 space on the world map. Working on accurate generation of the inner maps and stitching them together accordingly.

Saturday, July 21, 2012

Embarrassing that there's still a bug in pathfinding, but I fixed it. (only applies to player commanded move, where a check was being made too early).


Annual End of Summer Development Pause

School is starting in August this year, so the development pause will begin a little earlier this year. I've already distributed a playable version to friends, but I'm hesitant to put it up on the web without knowing what I'm getting into. Development will be scattered if not nonexistant for a while again.

Friday, July 13, 2012

Added the first two gods, Arur and Obmzhgak!
Added the quest system and tested it with a single quest! (After worshipping Arur, find and kill his nemesis. Then bring back his heart as proof.)

Worked on lighting a little bit: expanded the light radius of fire and used the canSee line drawing algorithm instead of straight distance.

Thursday, July 12, 2012

Wall building is in.
Big code cleanup again.
Working on lighting map a little bit: fires now illuminate their own tile and the surrounding ones:




Wednesday, July 11, 2012

Added other sentient races: if you attack them they'll attack you back. If you give them enough items, they'll follow you and attack who you attack! Otherwise they just wander around. They also do the same actions for other NPCs.

Added a give command so that you can improve relations with sentient NPCs.

Played with river generation a little more.

Played with factions; need to globalize them rather than having them be individual to each NPC. Or maybe not? Might be interesting to just average all the faction data from each type of NPC to derive a global faction relationship list.

Maybe at entering a town of that NPC type reset factions for all NPCs to their aggregate averages.