After several days (had to have been at least 4, maybe more I didn’t look back at old blog posts) of programming/procrastination/code cleanup/random feature adding to aid in procrastination I finally have the procedural item generator, and item spawning based on frequencies balance fixes, health tooltips, and lots of other things done. It took alot of work, but now I can generate and spawn items on the fly, and by name, and can also generate premade items all from the same generalized list (which also includes all the item frequencies!).
My first fully procedural item is skeletons and skulls, they act as a way of helping the player come up with a story in his/her head, and there is a chance they will reference a creature in the dungeon (only vermin right now, because I don’t have progression fully implemented yet) the player may not have seen yet. They have a frequency of 25/100.
All other items (which are all mostly premade right now, except the players starting weapon (which is a random elemental dagger) have a frequency of 10/100. But there are alot of them.
Food (which right now is this one fruit called an epel (because I want to make a fruit generator eventually, because why not, so I might as well use a name I hope will pop up when I do get to that) also has a frequency of 10/100.
Now that that is done, I will get monster progression in -> then set up the weapon generation code for creating balanced procedural weapons based on your depth. (its there, but it doesn’t progress yet), It probably wont be difficult to balance since the monsters already have some idea about how powerful they are supposed to be based on a “level” which is not really a level but just an abstract “use this number to assign points to creature that the AI can use to choose stats” concept. I can use the same for weapons.
Since the item gen code is completely done, this will probably take me less then a day, it may even be in by tonight (I just need to make an algorithm for weapon progression)
After that is done, I will proceed to work on this xml based “GameSet” system which I described in the recent sharing Saturday.
(Quote from sharing Saturday)
- I will use my new xml parsing/writing code to create these things i’m calling “Game Sets” A “Game set” will allow players to (optionally) play through a game repeatably with the same “Set” of procedurally generated creatures so that they can play the game like any other standard roguelike (Until I get to the point that I start working on proper “world” saving and overworlds and such, at which point you will play in the same world over several characters) , it will also ask you when you die if you want to play with the previous game set, which is handy.
Game sets will be the way that a player can play with the same set of creatures and by extension (since items are based on creatures), items. Until the game has progressed to the point where I feel comfortable having a world generator. (and then allowing saving the world)
After this I might just release the first publicly available version or I may not, depends on what happens in the next few weeks.
(Note, it cut out the bottom part of the log and the tooltips about monster health, but if you look closely you can see text at the top right of the screen that is cut off when I mouse over a creature)
I might just replace that with an “everything you can see” type tooltip like what brogue has.
hehe, I tried to use a fire sword of a fire resistant creature and died, of course I did.
But that death was my fault, not the generator’s Hopefully thats how all deaths feel in this game.
I also show off the log in this one.