Tag: procedural generation
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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.…
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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…