Hello,
this time i have worked on
- the ability to animate sprites,
- small but essential system changes,
- growing grass (to get a gist of the basic procedure i might use),
- developing a field of view algorithm for the entitys that are exploring the world
Watch a short clip here: Video
This took me longer then expected due to some bugs I encountered in the process.
Next up I will probably have to carefully think on how I will not only proceed but also if my current setup is worth keeping, as retrieveing positions with my current build is quiet a hassle and will hurt performance once I start using field of view and pathfinding algorithms. I might have to give the world a fixed size (which i have some good solutions to make that aspect a feature).
It would really help me what you guys think has to be changed with dwarf fortress in terms of gameplay, as it decides how the game is built. So I would appreciate it if you could tell me either via PM or here in the comments your opinion on the matter.
First off let me say I'm very interested in what you're doing, especially if you plan including field of view.
It's interesting that you mention that. For the project I'm currently working on I need a finite world because everything will have to be itematized. You probably could include many, if not all, of those features in a procedural build, it would just take a lot of planning. All parts would have to be synchronous rather than layered. Maybe I'm just babbling.
I watched your vid. I was going to ask whether your grass growing alg is build-wide or if it was localised to the area the user is interacting with. In the video it looks as though the grass only grows if a user is viewing a certain segment.
Otherwise, very interesting stuff.