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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