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Weekly devlogs: Rogue Legend 2

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March 13 - Hu-man Relationships

Hello fellow hu-mans, this week was all about injecting some personality into the town's villagers. The overall jist of it is all the villagers get a personality, and all have a bunch of stuff to say. Everyone's got a name, a home, and they'd be delighted to talk with you for a bit but not, like, obsessively. They've got boundaries and lives of their own you know. I also have the basic structure of their schedules and jobs setup, and some will even go to work sometimes! Schedules and needs will need some expanding, but I've at least got a nice infrastructure set up.

Conversing

Generating somewhat unique procedural personalities was fun to work on, and I managed to get most of it in while simultaneously coming up with more ways to improve it, so I'll need to do a second pass at that another week. Procedural schedules proves to be pretty challenging, at least compared to static pre-programmed ones. However villagers will each claim a home and a job, as well as assemble a number of hangouts and important places (like the grocers for food, and the well for water). This on top of the already procedural towns will allow for a collection of towns and villagers of any sort of configuration and theme to more or less figure themselves out automatically. So every town, its inhabitants, personalities, and their jobs and schedules should be totally unique to each player.

More Conversing

You can also get to know each villager personally, and will eventually be able to build a repertoire, hang out, do favors, gossip and spread rumors. I've also added support for totally unique storyline characters that can be dropped into various locations. These characters will have expanded character arcs, be able to go with you on adventures, or be pursued romantically. I will likely be fleshing out the first one next week as part of the farmer and merchant campaigns. Your name that you use when speaking with the villagers is the same one you set in your backer panel. You'll need to log in once to make sure it's set, but after that you won't need internet to have people refer to you by your set name (unless you decide to change it).

New block placer

There were also a number of convenience changes made this week based on feedback. The UI for placing blocks has been made easier to see where you're placing, the chisel is back for more ways to make ramps, you can haggle and specify amounts when purchasing items, and there's a bunch more unique crop appearances as well as appearances for dropped items. There's some more, but you can just read the patch notes for those. A nice itemized list is the place to be for little details like that, none of this rambling paragaphical nonsense.

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Mar 7 - Wherein I ramble incoherently about ore

Hello again! This may get a little long since I've got a bunch to say and lots of different things were worked on. I added in (probably) all of the ores. There's a grand total of 20 in all! And instead of merely being a means of upgrading tools, they'll have all sorts of applications. I think all the ore collection, smelting, and refining in other games is really fun, but pointlessly obtuse. You pretty much have to sit with a wiki open to do that stuff, which is something I want to avoid. If you find some Bauxite you shouldn't have to immediately type "Rogue Legend Bauxite" into google to know what to even do with that, so I'm going to make the process a bit more guided and intuitive. I've already been working on that with the crops, where you can check them to see what they need, and having tools describe their purpose. A recipe book was a common request for the first game, and I'll be doing some stuff with that to make it easier to recall and discover new recipes since there'll be a lot more this time around.

Also all my geology friends may have had their interest piqued during that previous paragraph, and I want to assure you that yes I chose to name that particular ore on purpose and yes it involves exactly what you think it does. While the world of Steampunk hasn't quite figured out how to make copper coils yet, there are other ways of getting things done. Sorry that must have all been very confusing for everyone else. Anyway, I think there's a lot of potential for fun things with ores that doesn't get explored enough and doesn't have to be confusing. I did some initial work on ore spawning, so here's a pic that demonstrates roughly how they spawn (the spheres are just markers, not really how they look):

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Mar 28 - Water, water, everywhere, so let's all have a drink

Greetings! Introductory statement. Two major things: water, and decay.

Water was tricky in the first game. A lot of new players were confused about how to sate their thirst, and basic progression tended to center around getting the canteen. New players would try to drink from their watering can, and hammering up a source of water to put on your farm was both important and really silly. So after much research and thought, I've made some significant changes to how water and thirst plays out.

Firstly, containers. These are items you can craft from a variety of different materials in a variety of different ways (metals, ceramics, wood with waterproofing) that hold liquids. Any container can hold any type of liquid, like an iron bucket full of water, or a wooden barrel full of beer, or a ceramic jar full of fuel. That looks a little like this:

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The following is a random programmer rant chock full of programmer terminology and should not be read by non-programmers or even programmers really
C# arithmetic and bitwise is dumb. It decides this:
byte a = 5;
byte b = 12;
byte c = a + b;
Should instead be this:
byte c = (int)a + (int)b;
And to avoid compiler errors you're forced to do this:
byte c = (byte)((int)a + (int)b);
I've looked it up and C# has no operators for non-ints. Reasons for this vary, but the most popular one seems to be "byte + byte = byte" is not necessarily true for overflows, like two maxed out bytes. Though that's also true of "int + int = int" for overflows.
Fine, I'll let that one go even if I disagree with it, but BITWISE? Come on. "byte | byte = byte" and "byte & ~(byte) = byte" will always be true. Let me use bytes for bitwise without inserting conv instructions!!

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