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Got the Town Overview GUI prototype up. It displays all info about your town and the citizens and looks ugly. The dull grey will be replaced with proper backgrounds. You can navigate the left list (npcs) or the right list (buildings) to get more info in the middle box. That box will also hold an image of the selected building/npc and some more relevant info (such as number of patrons for an inn, for example). Everything is currently being developed to fit both game pad and keyboard controls equally. But I am considering allowing mouse for menus too, it’s annoying to navigate menus with a keyboard. This is a PC game after all… though movement, interaction and combat have no place for mouse controls. Might get weird.

Buildings also receive generated names - each building has a set of prefixes and suffixes that it generates a random name from. These can be for example “Rory’s Hammers” for a Weaponsmith who is called Rory or “Fine Garments” for a tailor. Inns have funnier and weirder names, like Crazy Fawn as you can see in the image above. And sometimes.. they’re just completely inappropriate. Paste: “Generated name The Wet Maiden for building ID 27 (Inn III)”. Yup.

Aaalso, two people are interested in helping me out with the spriting! This feels very good but it also made me realise how much I need to fix and decide on before they get any real work done, which led me to re-designing dungeon generation. It’s much faster and more maze-ish now and will allow future changes without messing with the artists’ heads. Read more + images below!

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Been working on town building and management the past week, and it’s coming along quite nicely. The core mechanics of town management are pretty much done. I’ve only just started designing the actual GUI and player interaction with the system - as can be seen in the image above with crap placeholder sprites (the pinnacle of my artistic skills), there isn’t much to it yet.
One of the core mechanics is an automatic NPC immigration system. This system scans your town and finds unoccupied buildings (or free space in buildings with more than 1 slot), decides what type of NPC to fit (citizen, guard, vendor etc) and then calculates what skill level this NPC can be at most. Skill level is based of town attraction value (calculated from buildings, NPC’s and their levels/skills) and security value which is based on amount of guards, their skill levels and the total population amount vs. amount of guards. (Big towns need more guards to attract skilled craftsmen/vendors)
As you progress the game you’ll upgrade your buildings and if all conditions are met the NPC’s residing in these buildings will also be upgraded over time (increased skill). This means that for example your first Weaponsmith will be able to stay with you for the entire game and level with your building as you upgrade it and expand your town. (The vendors’ skill will determine the maximum level/quality of items they create and sell, thus making upgrading necessary).
All of this, and more, is in place. Just got to get around to doing the GUI etc. (Boring!)
 
More to come:)

Been working on town building and management the past week, and it’s coming along quite nicely. The core mechanics of town management are pretty much done. I’ve only just started designing the actual GUI and player interaction with the system - as can be seen in the image above with crap placeholder sprites (the pinnacle of my artistic skills), there isn’t much to it yet.

One of the core mechanics is an automatic NPC immigration system. This system scans your town and finds unoccupied buildings (or free space in buildings with more than 1 slot), decides what type of NPC to fit (citizen, guard, vendor etc) and then calculates what skill level this NPC can be at most. Skill level is based of town attraction value (calculated from buildings, NPC’s and their levels/skills) and security value which is based on amount of guards, their skill levels and the total population amount vs. amount of guards. (Big towns need more guards to attract skilled craftsmen/vendors)

As you progress the game you’ll upgrade your buildings and if all conditions are met the NPC’s residing in these buildings will also be upgraded over time (increased skill). This means that for example your first Weaponsmith will be able to stay with you for the entire game and level with your building as you upgrade it and expand your town. (The vendors’ skill will determine the maximum level/quality of items they create and sell, thus making upgrading necessary).

All of this, and more, is in place. Just got to get around to doing the GUI etc. (Boring!)

 

More to come:)

May 6

And a little update

I’ve made many improvements to dungeon generation, mainly in terms of speed and efficiency, but I also added support for detail objects like statues and added the chests and stairs back in. New system is working great :)

I also improved the generation of the cave layers between dungeons, it is now quite fast and the results are acceptable for now.

Apart from dungeons I also started working a bit on the town management system, taking inspiration from a game I recently bought - Gnomoria (check it out, it’s great). Kind lengthy post so click read more to read about town management.

Read More

May 6

Artist needed for medium sized project

Still looking for an artist to join my project.

Project contains..

  • Dungeon crawl
  • Town management/building
  • Turn based combat

If you want to know more, contact me or check out my blog. If interested, send a question/fanmail thing here on tumblr.

Generated dungeon example below…
zoomed out, not final version (clicky!)

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Also, if you would like to help me in other ways - please reblog! I would appreciate it very much:)

May 6

Reblog if you’re a game developer

callmemonamiral:

Whether you’re indie or AAA, for consoles or computer, I want to follow you and get to know you !

Oui, mon amiral!

May 1

New system in place & it’s starting to look pretty good. I made ~30 pieces and generated this dungeon - final version will of course include a lot more pieces for increased variety. Currently disabled placing of chests and entrance/exit because I am in the middle of migrating to my new system, but wanted to show this anyway:)

Final version will have support for detail objects like rubble, skeletons, statues - that sort of things.

Also looking for an artist to help me out, send me a PM for more details if you’re interested!

Feels like monday

Been working on implementing the new dungeon generation using the new format for room handling I created for my editor all morning. But it kept failing when I ran it and I couldn’t figure out why - the code was fine!

Turns out I forgot to make the rooms for 3-way connections in the editor, so the only reason it failed was because it was missing the required rooms..  -.-

Been working on an editor for dungeons. It’s still a work in progress, but it works. It’ll allow me to create more detailed parts much faster because of the visual representation. I’ve also added support for more variation in tilesets (different walls, floors etc). As seen in the image above I have 3 different wall types (regular, vines, cracked — view it in high-res).
I re-wrote much of the dungeon generation system, previously it was built so that if I wanted 3 variations of the corridor piece I would need 3 variations of all pieces, chest and stair data was stored in the same grid as tile data, thus only regular ground would appear below chest and stair spawns. Stupid. Now it will take any number of any piece and spawns (nodes) are stored separately.  This also allows for much faster indexing and generation of chests and stairs.
I also changed how the file system works, for more condensed files and less HDD space needed. Productive week!

Been working on an editor for dungeons. It’s still a work in progress, but it works. It’ll allow me to create more detailed parts much faster because of the visual representation. I’ve also added support for more variation in tilesets (different walls, floors etc). As seen in the image above I have 3 different wall types (regular, vines, cracked — view it in high-res).

I re-wrote much of the dungeon generation system, previously it was built so that if I wanted 3 variations of the corridor piece I would need 3 variations of all pieces, chest and stair data was stored in the same grid as tile data, thus only regular ground would appear below chest and stair spawns. Stupid. Now it will take any number of any piece and spawns (nodes) are stored separately.  This also allows for much faster indexing and generation of chests and stairs.

I also changed how the file system works, for more condensed files and less HDD space needed. Productive week!

Got myself a new keyboard yesterday! A Logitech K360 to be more specific - and I love it. Cool design, good size and very comfortable to type on. A great upgrade to my old G15 gaming keyboard which was just clumsy, uncomfortable and had all these extra functions which I never used.
More space on the desk, yay!
Yes, I use a monitor for my post-it notes… >_>

Got myself a new keyboard yesterday! A Logitech K360 to be more specific - and I love it. Cool design, good size and very comfortable to type on. A great upgrade to my old G15 gaming keyboard which was just clumsy, uncomfortable and had all these extra functions which I never used.

More space on the desk, yay!

Yes, I use a monitor for my post-it notes… >_>

Tile testing!

The tiles are awful and are just place holders, but it gives a good idea of how it’ll look eventually. The first image is a very zoomed out image of a dungeon, the second image is in correct scale but much larger than the actual in-game view. Last image is how much you see in-game.

I will make the view port larger (and in a correct ratio) in the future once I get the interface and other aspects of the game up.