Saturday 29th February, 2020

After spending most of the day thinking about it off-and-on, I’ve finally come to the conclusion that yes, I am going to give BotLG a bit of a re-write and tidy up, and hopefully snag a few new features that I feel it’s lacking. I’m also going to give in and lean heavily into the roguelike aspect. It is a roguelike. It’s not very idle/incremental any more.

The main things I want to work on are implementing an Entity-Component system, and adding in a Command design pattern for actions, both of which I’ve played around with in a Javascript/roguelike context before. It sounds like a lot of rewriting, but actually I don’t think it’ll be too bad. Most of the existing actions (movement, harvesting resources, talking to NPCs etc.) are already written in such a way that porting them over to be standalone Action objects won’t be much work, and the end result should be a much cleaner code base.

Yes, iterate on architecture endlessly

Danny “Austerity” Nissenfeld

Plus, you know, it’s the journey, not the destination, right? This is my big grand project, and I’m going to be working on it forever. I might as well set myself grand goals and please myself. Along the way, I’m hoping this means I get to add a few more things that I feel I’ve missed out on, like procedurally generated items, and dungeons that are persistent between sessions. Maybe even a bit of multiplayer, if I’m really dreaming big. Who knows, eh?

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