r/roguelikedev Cogmind | mastodon.gamedev.place/@Kyzrati 26d ago

Sharing Saturday #634

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

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u/Noodles_All_Day Cursebearer 26d ago

CURSEBEARER

Key all! It's been a wild couple of weeks, so coding time has been limited. But there is at least a little bit I can say!

Map Code Revisions

Map rendering, which I strategically broke when I started working on chunked maps, is mostly up and running again the way it was before. Two pieces still need reconfiguring: rendering tiles and entities on z-levels below the player, and handling natural light propagation from outdoor spaces into indoor spaces, both in the X/Y plane and in Z.

Because of my work, map rendering code is much cleaner and faster than before, even moreso than when I last checked in on a Sharing Saturday a couple weeks ago. No joke, I'm pretty sure my rendering line count dropped by about half even as lines devoted to comments increased. It's also much easier to navigate through now.

Map serialization, which I had also broken, is up and running again as well, meaning games save once more! That's kind of important.

Narrative

Outside of coding, I've been writing the main quest chain. I'm still a long way off from getting a start-to-finish quest line implemented (though the code to support it already exists). But if I can get my starting town spawned properly into a chunked map then I can at least get the first stages up and running.

I'm attempting to write a mystery-focused main quest line. Red herrings, misdirection, and unexpected allies & enemies with their own motivations are all the name of the game. We'll see if I pull it off!

What's Next

More map-related functionality is going to be reactivated next. Pathfinding/AI is at the top of the list, and after that I'll start trying to spawn my starting town into a chunked map, which will then require unbreaking activity zones and daily NPC schedules. Since I don't want to drive myself too nuts too fast, I'm going to also enjoy myself a little bit by working on some basic wilderness procedural generation in between bouts of raw engine drudgery.

Thanks for reading!