One of the aspects I have enjoyed immensively in pyherc is level generation. It’s no surprise then that I wanted to try a slightly different approach that I’m describing here. It’s not fully finished, but should be sufficiently ready for a blog posting
I’m planning on doing series of blog posts where I sketch out the current lore and beliefs in my game Herculeum. This one is about Librarian, patron saint of scholars and scribes.
I was working on society generation, where the system would generate whole socities (villages to be specific), inhabited with people. These people could be part of various factions or secret socities and have their own agendas. Moreover, some of them might have powerful artifacts or other special items, that would have history attached to them.
Recently I finally started working on adding mouse support in my game. Originally I wanted the game to be playable with controller, but for various reasons (Qt’s lack of controller support being the major one), this never materialized. First try of designing user interface was outlined in over a year old blog post.
I have been tinkering with building societies for my game. Basic idea behind the whole thing is that I have two tier system: one level generates blueprints and another level turns those blueprints to actual objects in game world. For scrolls (see first and second post) it already works.
Over the course of last six months or so, I have been pondering how to have some sort of permanent location in game that would change over the time and show player progression. Eventually I settled for a fixed settlement, which also is home of the player character.
Celestial bodies and their trajectories across the skies have always fascinated people. Sun, moon and stars follow very predictable paths and one can predict certain events with great accuracy. Many religious events have been tied to timing of some special event (Easter for example, Sunday after first full moon after vernal equinox). So no wonder people have long kept track of these and tried to predict when things are about to happen.