Showing posts with label Town. Show all posts
Showing posts with label Town. Show all posts

Thursday, 17 March 2011

Townspeople

I've done some code to handle random townspeople on the town level, to give the town level a bit of atmosphere. I've not checked it into the repository yet, as its incomplete, but each townsperson will have its own unique behaviour and its own unique sayings.


I don't intend on these townspeople to be attackable, but I do hope to add some interaction between them, based upon their (randomly-generated) behaviours; for example, a drunken guardsman might do things differently than an angry guardsman.

Your pet cat is of course, the true master of the multi-verse, and all kills are dedicated to him. He remains on the town level to protect it from harm.

And to prove that this blog isn't immune from cat-blogging, here are my own fuzzy-overlords


(if you must know, their stats are: Num:547 Lev:100 Rar:2 Spd:140 Hp:20000 AC:150 Exp:60000 RFuss--- RFood---, and they have many deadly powers, and have never been defeated yet, except by shameless application of fuss and/or food)

Friday, 23 April 2010

Town Levels?

I've had a sudden crisis of confidence regarding my town level. It will probably be the last thing finished, but I find myself asking: do I really need it? Its very incomplete at the moment - no NPCs or plot-related items.

Here are some alternatives:
  • Get rid of town levels entirely and adopt the Crawl approach.
  • Get rid of town levels as such and allow their functionality to be inherent (for example the character has a device that can teleport him/her to an "extraplanar shop" at regular intervals)
  • Implement regular "outpost" levels (that would be safe) that function as mini-towns.
  • Implement an overworld (or rather oververse) map (almost like the old version of Kharne)
At this point I'm not sure what I want. Analysis paralysis ahoy.

Bah, I hate having existential crises!