Poachers Will Be Decapitated! 153.5H report

14.5 hours to go and there’s still a lot to be done. Thursday I was slightly burnt out, Friday was unproductive due to real life. Items, actor templates, and bonus abilities on level-up all have a working back-end and a few examples, but there’s no interface to let the player manage them.

However, I’ve replaced the combat with something nontrivial (a d10 system ripped from Age of Wonders), and I’ve put recharge rates on abilities. Some connect to the player’s mana supply so that the wait can be skipped, for a price. I should probably either add a rest-until-recharged command or be careful to keep the charge times very low. The example monster is now an actual monster rather than a copy of the debugging player character.pwbd6My todo list for today looks like this:

enginey things: item management, levelups, messaging, mouseover enemy description

minimal content : basic enemies, one scedric, a few items, basic abilities, generation+placement

core features : documentation, scedric hunting poachers, Uozeni, AI

expanded content : monsters, two more scedrics, lots of items

balancing

extra mechanics: stealth, starting shop, damage particles, animations …
balancing, scrolling ability list, character display

Author: srd

Author of KleinRL (14drl), Mutant Aliens! (7drl), Mutant Aristocrats! (1drl), Encircled (1.5drl), Schaak! (7drts), and CONVOLUTE (0hg). Likes turn-based games that minimise nonsense.

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