Weekly Recap #14

Alright, another week. It has been a good week of progress for Crea. I finally was able to finish up the new monster spawning system, known as the conflict system. Here’s how it works. A world is broken up into many regions. Each region has a hostility level that rises over time. Killing monsters and spawners lowers the hostility and eventually the region will become neutral. If left alone, a neighboring region’s hostility will spread into the neutral region; however, soon it will be possible to purify a region and prevent it from becoming hostile.

When in a hostile area, monsters can spawn from spawners or offscreen. This alone solves many issues with the previous system, such as ensuring that every type of monster will be present in every world. The number of monsters is now based on several factors, such as number of nearby players and the time of day. One change I’ve already laid the foundation for is to allow for more interesting occurrences in hostile regions, such as monster nests, minibosses and even more crazy stuff. However, I first want to get feedback on what I have done so far.

Speaking of which, I have been working on cleaning things up in order to release a new update. There is a great deal of testing and bug fixing to be done over the next few days. Once I get most of the obvious bugs out of the way, I’ll be releasing a build to the Omega testers and after a few days of that I’ll hopefully be releasing the new version onto the Humble Store. I’m somewhat hopeful this will be happening next Monday, depending on how testing and our apartment move go.

Oh, one other quick feature I finally got around to adding is a status during World Generation. Nothing too clever but it gets the job done! world_gen_status

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