Category: Bones of the Lost God
-
A quick tour of Entity-Components in BotLG
I’ve started working on a better entity system for BotLG. The current code for dealing with entities — monsters, NPCs, things you can interact with in some way — is a bit of a rat’s nest of objects referencing each other, and creating a new monster or NPC means adding references in a half-dozen different…
-
Entities, components, actions and certificates
Saw this article about LetsEncrypt, the service I use to get my HTTPS certificates, accidentally revoking millions of certificates… and then noticed the email from them in my inbox informing me that they’re very sorry, but all of my domains are affected. On Wednesday, March 4, Let’s Encrypt – the free, automated digital certificate authority…
-
Merchants, items and inventory
Two major things and a whole bunch of polish this week. I wrote earlier about improving procedural dungeon generation, so I won’t rehash that; the other big feature this week was getting merchants and shops into the game. I now have the ability to add buying and selling as actions when interacting with an NPC.…
-
Procedurally generated dungeons
I finally got around to improving the way procedurally generated locations work. Now, locations can have a procgen tag, which causes the game to look for a default set of rules for generating the location when the player enters it. This lets me specify things like which dungeon generation algorithm to use, what tiles to…
-
Questing and crafting
Two new things this week; quests and crafting. Quests When you enter a location containing an NPC who has something for you to do, you’re presented with a little message: When you find the NPC, you can interact with them to see what quests they have available, and to hand in any you have completed…
-
But is it a roguelike?
It’s been an interesting week for thinking about the word roguelike. On Tuesday, I was finally forced to admit that the game I am making is, in fact, a roguelike: I’ve been working on procedurally generated maps this week, you see. And with that final piece of the puzzle slotted into place, I finally felt…
-
Making a monster
I’m working on combat. It’s kind of slow going, because it’s the most involved part of the game, and it needs a lot of other structures and objects to be in place first. Not least of which are monsters. Thanks to an audience suggestion, I’ve started with skeletons, a classic 1 hit dice monster. For…
-
Character and Item generation
I’ve been working on BONES of the LOST GOD’s Character and Item generation this week. First of all, here’s an example character, wearing a few items: The stats rolled might look a little off if you’re used to Dungeons & Dragons‘ traditional 3-18 range. Instead, each ability score falls in the range 11-16, with lower…