First things first: patch update, 0.3.1
. I fixed (hopefully) a few remaining body errors, where I'd let a scene that wasn't 100% done through. Whoops.
So beyond that, what I was working on this week was finishing up the new map code. This is about 90% done, since it's what I've spent large chunks of the past few months working on -- probably it'll only take a few weeks to finish, and then I'll release 0.4 with New, Bigger And Fancier Maps. After that... there's still some event-management code that needs to be written, and once that's written I'll need to write some events that use it. I may or may not keep working on that, depending on how I feel about, uh, more code writing vs. content writing. Alternately, I'll make a new dev poll based around story content or new TFs and work on whatever wins.
(In case you're curious about the specifics of what I mean when I keep talking about 'event code', here are some examples of planned quests:
- The 'void worm' quest I've mentioned a few times, which involves going into the mine tunnels below the swamp. While the event is running, all normal encounters in the mine need to be suppressed (e.g., the minotaur miners and acid slimes and crystal dragonoids, etc), which means I need some event-managing code to remotely enable and disable events based on global flags. There also needs to be a quest intro event placed across the entryway to the mines, so that you have to trigger the quest before you enter the mines, which means I need some way to identify region borders and selectively place events at them. Then, you made your way into the mine depths to get to some holes into the void, which means I need some map code to place locations at certain 'depths', and to guide the player to them. Then after the quest finishes, it needs to activate and spawn all the 'regular' mine encounters.
- There's a hellhound knight quest that involves taking a hellhound knight to go visit some feral hounds, followed by pinning you into a region by spawning a wall of hellhound knights so that you have to go through them (and trigger the following event) to 'escape'. So, again, I need ways for events to selectively spawn encounters on nearby map regions.
- There's a factory crystal-refining quest that ends with somebody telling you that a certain machine shop operates a smuggling den beneath it. But to actually do that, I need some way for the quest to pick out a specific location with the right flags set, and actually give the PC a goal pointer to it.
- There's a Ganzer worker quest about visiting the ruins of fortress Ganzer, which would again need the goal pointer thing, and some other Ganzer worker quest stuff that would require selectively spawning or locating matching events on the map.
- There's some farm 'quests' that are just like, resource gathering, which would need to select any/all matching events and highlight them on the map (e.g., get this material from this kind of location type) so you know where to actually go.
Still with us?
There's still an error w/ the flame demon + snake (w/ no arms)