Anonymous asked:

What methods did you use to procedurally generate those maps? Like... how did you do it?

It’s a mix of a bunch of different things. The island shape is created using multiple layers of Perlin Noise. Then, the type of terrain in each tile in each area is placed using a weird algorithm I made that’s like a mix between a drunkard-walk algorithm and a flood-fill algorithm. Next, rooms of different types (there are a bunch of different kinds of rooms) are scattered throughout the island. The insides of the rooms are predesigned, but have random segments in them. Finally, I use an A* algorithm for the tunnels connecting everything.

There’s a bunch of other stuff scattered around through this, but that’s the basics of the island shape. The actual monsters, treasure, etc, are usually determined by the rooms.

Here’s it in action

Going to try to start using this more as an actual devlog. So, today I programmed a generic system for interacting with things in the world. Previously only “Pickupables” (items on the ground) could have UI that was displayed. I changed this system and re-programmed most of it so things like computers, NPCs, etc, could also use it.
Anything that uses this system has an on-action callback, an icon, and whether or not they’re enabled.

Going to try to start using this more as an actual devlog. So, today I programmed a generic system for interacting with things in the world. Previously only “Pickupables” (items on the ground) could have UI that was displayed. I changed this system and re-programmed most of it so things like computers, NPCs, etc, could also use it.

Anything that uses this system has an on-action callback, an icon, and whether or not they’re enabled.

thepixelfreak asked:

Why don't you have a FAQ anywhere? And what happened to the live stream of development?

I’ve created a FAQ, just for you! :)

In terms of livestreaming, we were finding it hard to keep to a schedule, and had a few months of working on things we felt weren’t that suitable for livestreaming. However, we’d like to get back into doing in, but I don’t think we’ll keep to a very strict schedule.