This evening I got pathfinding working around a larger, scrolling map. I thought this would be best demonstrated in motion, so here’s a little YouTube video of it in action:
I had to turn the sprites down to 32×32 from 64×64, as the view seemed too claustrophobic that zoomed in. This has some unfortunate knock-on effects for the mobile client — I think at 32×32 the tiles will be too small to accurately tap on — but I’ll tackle that another day.
Just in case the name didn’t give it away, Bones of the Idle has a strong idle/clicker component. When you’re gathering materials
There’s a few points raised that I want to briefly talk about in the context of Bones‘ design:
I kind of have a system in mind for “ascension”, whereby players will be able to retire characters in exchange for a regular offline income. You get to start over with a new character, and every day you’ll receive some income and items based on all your retired character’s skills. Potentially these retirees will appear in the game as NPCs.
Autoclickers and scripting
Bones of the Idle is free to play, and there’s no adverts. It’s also not going to be nagging you to spend money. However, my time has value, and I’m not adverse to money. I set up a Ko-fi page here, where people can chip in with donations if they feel the game is worth it.
If I ever add anything resembling micro transactions — in general I have no issues with them, when done well — I’d have them be ethical, not lootboxes, and definitely not pay-to-win.