Sun, 15 Oct 2017 08:11:19

Text Post: Weekly Update

So, having actual error logging is awesome and means I’m no longer spending half an hour tracking down stupid typos. On the flipside, some personal stuff has happened and I’m still not ENTIRELY well. These two things have roughly canceled out to lead to a regular update.

I’ve got deployment costs working, and been able to deploy my Ecto-Selecto and build the interface properly. Some behind-the-scenes infrastructure work was also done, leading up to different levels of the house having differing amounts of challenge (so the whole thing continues to be challenging throughout the game). Next up will be actually concluding both those pieces of work (so the Ecto-Selecto dispenses, a consumable exists that can be made with the ecto-slime that results, and floors 6 and above have Ogres and other nasties)

There IS still Land work to be done, but I’m kinda holding off on that until I can sink more time into it in one go.


Sun, 08 Oct 2017 09:58:02

Text Post: Weekly update

Not much on my end this week, as I have unfortunately been unwell all week! However, in lieu of further programming several other areas of the game have progressed significantly (and I have actual error reporting on the dev build now which should make things faster in future!). That stuff is spoiler-tastic though, so I can’t really say much about it now.

On the other hand, we’re at a point where spoilers can actually EXIST, which is nice.


Sun, 01 Oct 2017 06:27:02

Text Post: Weekly update

Land access and navigation is now tested! I’ve walked around a bit after using my First Gate. This incidentally required me to introduce the Echeladder and gaining rungs so I could get strong enough to beat up the Ogres guarding the stupid thing. (Related: The game is now far enough along that balance is a concern! Specifically, they beat the crap out of me until I toned them down a bit)

Next is hopefully UI and QoL stuff on the content thus far that I have been putting off in favour of forging ahead…although UI is far from my specialty. Oh, I should probably invent up a way back to my house too. In terms of actual CONTENT, I could start doing all kinds of things now in theory (villages, dungeons, etc…) so honestly it’s pretty open-ended at this point.


Sun, 24 Sep 2017 10:12:35

Text Post: Weekly update

I’ve set up Land access and navigation! It’s not tested yet and there’s not much of note on the Land to see, but the framework is there. That means in addition to the “add lots of underlings” thing I can start working on things like villages and shops, which should provide a wider array of things to code up.


Sun, 17 Sep 2017 09:45:01

Text Post: Weekly update

Well, I’ve made the pogo hammer successfully! That means all the alchemy infrastructure is in place. The bad news is that next is procedural generation, which will be considerably harder…the good news is that this doesn’t prevent me doing things like expanding the house content in the meantime (so adding more Gates and bosses) and adding stuff like aspect patterns. So it’s not a complete development roadblock.

That in mind…the next order of business will probably be building in and subsequently slaughtering an increasingly high level series of underlings.


Sun, 10 Sep 2017 02:19:32

Text Post: Weekly Update

Having systems in place is starting to pay off! It was relatively easy to set it up so that the Gates are visible to your server player and when they build a room containing one the game spawns some enemies to defend it (Two Ogres for the First Gate). Additionally, I have deployed my Designix and got the interface sorted out. Oh yeah and spawned imps get a little imp head icon which is neat.

I still need to make the designix actually DO things, as well as implement the Punch Card Synthesizer (a concession to the fact that I’m sure SOMEONE would flub their way through any finite number of captchalogue cards and get stuck). Once those tasks are done I can make the Pogo Hammer and go beat up those Ogres my stupid server player (DISCLAIMER: also me) spawned in.


Sun, 03 Sep 2017 08:37:36

Text Post: Weekly update

Enemies spawning in your house now work! There’s a spawning time (currently Midnight GMT, no reason it couldn’t be something else), and when this passes a bunch of underlings are spawned. In future I will need to make it remove all underlings currently present so things don’t get, er, out of hand. This process also involved fixing a few bugs that I wasn’t aware were present regarding multiple enemies on the same tile.

Unfortunately, making message appearance not stupid has continued to elude me. This is probably because I am not good at web design. Anyway, next task gameplay-wise is to get alchemy running!

…checks code…

Anyway, next task gameplay-wise is to add more items for the apparently already functioning alchemy system to create! Once that’s done I can set up the first gate appearance (that has Ogres, which my current character wouldn’t be able to defeat)

I guess I should add in XP/leveling at some point as well…


Sat, 26 Aug 2017 23:23:12

Text Post: Weekly Update

I have successfully slain an imp and taken its grist! Not a huge amount else to report, that was actually the intersection of several changes (including spawning enemies from templates, processing drop chances and tiers into actual grist, listing off grists held, etc). It’s still not prototyped, but that’ll probably be significantly easier than processing the drop.

I may take a week or two out to fix up the UI, which has been getting progressively shittier as I ignore it in favour of additional content (since I don’t actually need most of it to test). Nothing major, just making messages appear in their own space on the screen and not behind maps and things.

As a side note, if you join the Discord (linked on the Overseer 2 site at the moment) you might be able to catch some screenshots!


Mon, 21 Aug 2017 03:38:54

Text Post: This Week

So, I’ve now got it to where the enemy spawning function processes their drops from a template to something the game will actually drop and then drops it on defeat. For grist, anyway. It even sends grist out in a radius of 1 around the defeated enemy!

Oh yeah and also grist can now exist on the ground and be picked up and stuff. So now I just need a way to SPAWN the enemies and we’re in business. I guess some kind of actual page to view grist totals mightn’t go amiss either…


Sun, 13 Aug 2017 08:40:22

Text Post: Off to a great start...

So, unfortunately pretty much right after I posted that last one I got sick. That means all I was really able to get done was adding Imps to the enemy table and getting the stair creation working. The good news is, stair creation is working! Building your client’s house up is surprisingly therapeutic, although I’m gonna need a way to speed it up a bit in the later stages of the game.

Anyway, I’m HOPING that by this time next week I’ll be able to have grist drops working and at LEAST imps being fightable if I put one in manually. With any luck I’ll have them appearing automatically, too.


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