Explore, Day 3

I am swiftly being reminded why we go to ASCII for roguelikes.  As soon as you start adding graphics, even simple tiles, you get pulled into a never ending chain of polish and special effects.  I managed by strength of will to pull myself off editing tiles (though my hills still look bad) and actually build some of the content.   I can now tentatively check off 8 of 14 points of interest I have planned.  Unfortunately I think I have the harder to code rooms left…

Still to be addressed are the prize rooms and associated prizes – I’m no Proteus expecting people to explore for the sake of exploration :>

My imaginary plan is to get all features complete on Friday so I can spend all of Saturday addressing all those fancy graphics effects that would be “so easy” to add.

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