What I Did This Week:
- i finished (for the most part) wrestling with the map code; it's in a lot better shape to start, y'know, generating maps that have some structure to them. specifically i got its path-drawing and graph expansion working a lot better, so the maps should be less just a big flat open area. a lot of the plan for encounters going forward involves putting them together in clusters (hellhounds in barrens, factory mobs in factories, dryads in glades, etc etc etc) so this makes that possible. things that still need to be done with maps: updating the room painter (to have better low-level detail), actually concretely figuring out how to place encounters, fixing the final few bugs in the line-connector code, figuring out if i really wanna add in walls for this next release and how to deal w/ them if i do, drawing a bunch of programmer art for new map tiles.
- i outlined and flowcharted all the encounters i was working on last month, so now i know specifically which scenes are still to be written and can make better todo lists.
- i started filling in the missing scenes for all those encounters. most of them need a lot of work! when i was writing i mostly wrote a basic "monster x biped pc" version for all the scenes, and now i have to confront the part where you can just be a horse or a snake or whatever if you want. (i'm not looking forward to the work involved if/when i add [OCTOPUS] or [SPIDER] nodes since whoops you could then just... be an octopus. w/e that's not happening any time soon.)
so the plan from here is... write a bunch, basically, while continuing to tweak the map code and outline the changes i'll be making to the event code. on a related note, i updated the development todo, since i had kind of forgot it existed. i also touched up the info blurb a little.
i had written a little bonus "hellhound knight" scene, and it turns out because it's short and self-contained it'll probably be the first thing to get finished; i might put that in the game before everything else and then do another few weeks work to get the rest of the update together, since the rest requires... a bunch of stuff: a whole new map, some internal changes to how events work, and a bunch of densely-interlinked new encounters.