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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…
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Sunday 9th February, 2020
Made a start on the Monster Hunter World expansion, Iceborne, this afternoon. Not only do I enjoy the puzzle of figuring out each new monster (I just beat Beotodus and Banbaro, and tracked down a Viper Tobi-Kadachi), but the central farming – crafting – upgrading cycle is a source of inspiration. I also played a…
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Saturday 8th February, 2020
Inspired by the prolific bloggers I admire, and my purchase today of The Developer’s Guide to Content Creation, I’ve decided to try and blog here a little more frequently. I’m going to be marking all of these posts as asides and putting them in their own category, to separate them a bit from the regular…
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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…
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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…
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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…
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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…
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Scheduled Maintenance
My hosting provider, Linode, will be performing scheduled maintenance next Wednesday, October 23rd: Recently, we identified a commit to the upstream Linux kernel as the cause of an increase in emergency maintenance on our platform. After implementing and gaining confidence in a fix, we are now ready to roll this update out to the remainder…