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
pyherc
Reading the lay of the land
I have been reading my copy of Exploratio and that got me thinking how one could model some of the things appearing in it in a roguelike game.
Bit of Background
When I originally started pyherc, I had very vague idea about the setting and the backstory. Over the time I modified them a bit and tried to narrow things down. This blog post will be about how the world stands currently.
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.
Adding mouse support
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.
pyherc updated to Hy 0.12.1
Tinkering with society generation
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.
Wishful coding: societies
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.
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.
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.