More work on the new starting zone and story quests today, along with some code improvements by necessity: quests can now have prerequisites, and -- for the sake of a target-practice room -- I've added the ability for a single room to spawn multiple NPCs/enemies at once. #gamedev
A brief summary of the rad #gamedev stuff I've been doing in Krasten lately:
* massively improved NPC AI, added sleep cycles and pathfinding
* NPCs can now fight each other (kinda buggy)
* started an overhaul of the game-start area including a main story quest
* many bug fixes
Slept like crap and not nearly enough, again. x_x But I'm not gonna let that stop me today; I've got some RAD CODING to get done. :3
I've actually been making some really rad #gamedev progress lately, I just didn't want spam everyone about it too often. >.>
In honour of my inability to sleep properly lately, I've been updating and improving the sleep system in my #gamedev project Krasten, including the addition of coffee and stimulant pills. :3
Working on some fairly boring code on Krasten right now (distance calculations, viewing NPCs in adjacent rooms), but it still feels good to be getting back into the #gamdev groove again. Once I've got some of this more boring stuff off my to-do list, I'll be able to get back onto the crazy, fun parts. :3
Secondly, I've uploaded a pre-alpha preview version of the game to that site, if anyone is curious to try tinkering with it. :3 https://cybre.space/media/cHjXrfMZ-1SGigyy4H0 https://cybre.space/media/AsMfD-GUTTzh2HluURs https://cybre.space/media/WRJLGa0kEb7QZyrt94Q https://cybre.space/media/Acbf0NRhalLx1i-dQ6A
Krasten is a text-based single-player RPG/MUD-like game in development, set in a gritty industrialized cyberpunk world. Explore, kill, loot, quest, survive.
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