Agent based level generation

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

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Society generation, again

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.

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Calculating planetary motions

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.

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Codifying some facts about pulling things

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.

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