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.
I was travelling and wasn’t able to hack code as much as I would liked to (and on top of that, I wanted to play some computer games too). But I did manage to push next feature forward just a little bit and write some BDD specifications for it. It’s a bit odd to write BDD specs for a single person project, but I view doing that as a good training and a nice favour to my future self.
So, Water Guardians (among other creatures) are powerful beings that can grab and pull unsuspecting adventurers if they stray too close to water. They aren’t the only creature that can pull others, but they’re exceptionally strong at that and can pull being equal to their own size (and since they’re large creatures, there are very few things that can resist that).
Recently I asked in twitter if I should add new creature,new artifact type or modify existing creatures and got told that I should add a new creature. So, here goes, I’m going to start working on adding a new creature and some new features along the way (as every creature should be distinctive from others, it often means that adding a new creature means adding some new features).