I’ve updated the game online to be version 0.3.0. New features in this release: Added ritual UI for starting and showing available rituals Added support for temporary rituals Added Ritual of Keen Sight Added simple log display for the last few messages Added log display for exploration discoveries Fixed issue with regions not saving It’s
Continue reading 0.3.0 online!
Author: nick
Spam!
This is a bit off topic really, but I’ve been generally quite amused by watching the spam that comes in to this blog. Virtually no real people actually read this, and I’m yet to have a real comment, but I get regular comments from spam bots. These comments I believe are only there for the
Continue reading Spam!
Getting Ready for 0.3.0
I’ve finished off the implementation of the Ritual of Keen Sight now – that went pretty much to plan, which is surprising as generally plans fall apart once you start implementing. I also implemented a very simple version of a log history – it literally just keeps three lines at the bottom of the screen,
Continue reading Getting Ready for 0.3.0
Ritual of Keen Sight
I’ve done most of the basics of the ritual UI now – there’s a lot of extra work that needs to be done, but I can save that for when I need a quick win. Next I want to make a new ritual of a different type to the previous ones, so today I’m going
Continue reading Ritual of Keen Sight
Ritual UI
I’ve been making slow progress over the last couple of weeks on the ritual UI. To be honest, it’s not the most thrilling of jobs to me! But sometimes you just have to get things done, and it is often useful to work through the design of something when it is difficult to get motivated,
Continue reading Ritual UI
Version 0.2.0 online
Since more releases are generally better than fewer, I thought it’d be a good idea to get into the right habits of releasing early and releasing often. I don’t want to be releasing once a year – games like this work better if they’re kept up to date. Release Overview The main feature here is
Continue reading Version 0.2.0 online
Menu Bar and Story Planning
This week I’ve been trying to tidy up the interface a bit. The first order of play was the menu bar. Initially I shoved everything onto the same page, which was never going to be sustainable! My plan is to have a themed menu bar – along the lines of A Dark Room where there
Continue reading Menu Bar and Story Planning
Reset
I didn’t get much done this weekend as I was ill. You can’t have it all! But I have managed to get a few small things done; namely reset. Currently this was quite a simple job – I just had to thread it through the system in the same way as other things before Created
Continue reading Reset
World Generation
Given my design for exploration, the big technical problem here is how do I generate the world. I’ve decided on a multi-directional exploration system where the player can choose a direction, and eventually they will find things. Simplifying the problem The first step is to break the problem down into simpler parts. At the simplest
Continue reading World Generation
Exploration Design
It’s nice to be back on the game design side of things after a lot of UI work lately! This week I’ve been thinking mainly about exploration. Overview Exploration will be a way to unlock various types of resources. Thematically, as you explore the forest around your cottage, you will find things like herb patches
Continue reading Exploration Design