Age of Rogues WIP: Day 5
Published October 28, 2014
Some updates here: you can now grab things from the ground. Currently, you can grab mushrooms (if you have the ability "gather plants") and pieces of meat (if you have the ability "hunt for meat" and you manage to kill something, which is a big
if).
Grabbing food increases the food counter, of course.
Along with this, I fixed some bugs of minor importance and implemented a basic field of view. Since it is basically an exploration game, I think a proper field of view is mandatory. You cannot simply see all the map that can fit in the window. You have to move around and explore, with dangerous things hidden close to you.
In the real game this would be a good
bresenham implementation, but for the sake of the prototype it is a simple "show every tile within a range of x tiles from me". Even so, it adds a lot to the gameplay! You have to explore almost the entire map to search for those obelisks (which do not exist at the moment...)!
Oh... I also managed the multi-village. Before there was only one village in the world, and every character born in that place. Now world is generated with some villages, and everytime a character born a village is picked. This bring to situations in which characters start to share world tiles they explored, like in the picture below, in which a new character is born in the village to the north and can see the piece of map discovered by its predecessor. World map tiles follow this rule, area map tiles don't.
The real game will be about uncover the world map generation after generation, with advanced classes that can move far away from the village of born. This thing of the range of movement brings a lot to the gameplay: for example harvesters can move 1 world tile from the village, while hunters can move 2. Hunters are stronger and tougher than harvesters, so it seems a good idea to choose them at the start of the game. But soon you understand that are they are not strong enough for the beasts out there, and they cannot grab mushrooms, so global food quickly decreases, and world loose villages. You'd better choose harvesters to (carefully) explore nearby areas, collect food from plants and hope to find first obelisks to upgrade your units. This put also some rules for the map generator when it comes to disseminate obelisks, and it is beauty to see that every aspect seems to be connected.
This is the first time I prototype something instead of starting writing the actual game (and fail). Good experience so far.
Looks so good!
I'm following your progress since the first entry and I'm amazed at how you are progressing! Also looks like a fun game, so keep on, can't wait to see more advanced features!