1
Development Process & non-technical / Re: New RL in development
« on: October 10, 2015, 10:19:13 PM »
Update:
Progress continues rapidly... Everything going as planned...
Some things I'm playing with now...
Got a decent overworld generator... Continents, islands, mountains... Dungeon generator also works well... Working on regional 'terraforming' next, ie, desert, forest regions... Lots to do over the long term - overworld generator will evolve with the rest of the program...
Worked out the kinks with the turn-based system... Fully turn-based, ended up sticking with a variation of the Charge Timer technique (I love the mechanic that entity A with Spd 4 times entity B's speed may move 4 times before entity B can move once...) And yet this causes no lag with thousands of entities... Super happy about that...
Skeleton structure of the skill system, item system in place...
very basic proof-of-concept melee functionality... will have to do this for realz once the equipment system (mod stacks, status effects) is implemented...
Other than that, lots of work on the UI... getting everything to scale properly (message log, buttons, stat display) on resize events, all of that bs...
next few days are about the projectile system..
--------------
Major thought as to the purpose of the game itself and how this will affect gameplay... NF will be a true roguelike (proc gen terrain, permadeath, turn based) yet the actual goal is not the traditional 'retrieve amulet, bring to altar'... Without giving away too much, the goal of the game has more to do with balance within the simulation itself.. Something like a story line - more like a thematic context - has begun to take shape...
life is so awesome
Progress continues rapidly... Everything going as planned...
Some things I'm playing with now...
Got a decent overworld generator... Continents, islands, mountains... Dungeon generator also works well... Working on regional 'terraforming' next, ie, desert, forest regions... Lots to do over the long term - overworld generator will evolve with the rest of the program...
Worked out the kinks with the turn-based system... Fully turn-based, ended up sticking with a variation of the Charge Timer technique (I love the mechanic that entity A with Spd 4 times entity B's speed may move 4 times before entity B can move once...) And yet this causes no lag with thousands of entities... Super happy about that...
Skeleton structure of the skill system, item system in place...
very basic proof-of-concept melee functionality... will have to do this for realz once the equipment system (mod stacks, status effects) is implemented...
Other than that, lots of work on the UI... getting everything to scale properly (message log, buttons, stat display) on resize events, all of that bs...
next few days are about the projectile system..
--------------
Major thought as to the purpose of the game itself and how this will affect gameplay... NF will be a true roguelike (proc gen terrain, permadeath, turn based) yet the actual goal is not the traditional 'retrieve amulet, bring to altar'... Without giving away too much, the goal of the game has more to do with balance within the simulation itself.. Something like a story line - more like a thematic context - has begun to take shape...
life is so awesome