Mon, 20 Nov 2017 05:50:40
So I’ve gotten SOME stuff done but it’s all boring infrastructure and data design planning work that needs doing before I can actually do useful or interesting things. Like, working out how data for villages will be arranged and that sort of thing.
Mon, 13 Nov 2017 07:38:07
Got return nodes working, so no more getting stranded on the Land upon using the first gate. Also added some infrastructure for accessing consort villages. Next week should be the actual village being accessible and having stuff in it.
Sun, 05 Nov 2017 07:17:35
Okay, so we now have the tiering set up alongside higher level enemies spawning in the house. That probably wraps up the absolute basics for house progression, so next will be focus on Land stuff. Most likely Consort villages first, as there’s some obvious stuff to implement there like shops and random dumb NPC dialogue.
Tue, 31 Oct 2017 07:56:56
Things have been kind of hectic this week on my end (enough so that even putting out this notification was delayed >_>). Should have something for y’all by Sunday at this stage though.
Mon, 23 Oct 2017 06:42:03
Oop, forgot to post this yesterday! So I got the Ecto-Selecto dispensing
and set up the consumables system, as well as adding all the stuff
needed to make a basic healing item.
Next up will be the
aforementioned “spawning tougher enemies on higher levels of the house”
bit…after which it’ll probably be on to Land stuff like Consort
villages and dungeons.
Sun, 15 Oct 2017 08:11:19
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
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
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
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
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.