Devblog for Fortresslike
"The dwarves have slain the monsters inhabiting the tallest mountain and have embedded deep within it their fortified home. There, after endless refinement, they have recreated a legendary artifact of unfathomed power. The relic drives the dwarves mad with avarice, and news of their wondrous creation attracts trouble. Other races feel the draw of the artifact and lay siege to the fortress. Meanwhile, the gods frown upon such a presumptuous race, and ponder their divine genocide..."
Sunday, August 18, 2013
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.
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
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.
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
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.
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.
Subscribe to:
Posts (Atom)