Kassoon

Weekly devlogs: Rogue Legend 2

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February 21 - A place to live

Hello again, I've been working on whipping the towns into shape and getting things set up for the Merchant campaign.

Town aerial view

I want towns to be a place you can live in comfortably, so it's important that there be specific vendors and services available in every town to see to your needs (food, water, raw resources, etc). In a static game this is super easy, you just edit the town and add the building. In a procedural game where the town can be anywhere, be any size or shape, and be spawned in any order (since I optimized world gen) this is significantly harder. I had to create a special seeding system that would be able to recognize towns during spawn and estimate their completed size since town pieces are spawned "as needed" rather than all up front like some other procedural games do (and until recently this one did). The end result is that I can specify special buildings that a town must spawn, and it will. This allows me to create a chain of services and needs that will feed into the Merchant and Farmer campaigns as well as how NPCs live and work within their towns.

Bank

I also did work on the player's shop that you'll start with owning in the Merchant campaign but also be able to buy on your own in one of the others. I've talked about ownership a bit before in various places, but here's the lowdowon on how it'll likely progress: to start, towns and dungeons will be owned in much the same way as it worked in the first game where you can't just barge in and wreck up the place. There will also be special ownership where you start off not being able to do anything with them but then purchase them later from a bank to gain ownership, like the merchant shop in the town. Eventually I would like to expand this into a more general purpose player ownership of area for multiplayer that can be turned on/off optionally, to allow for things like player-owned cities. It'll be an optional thing so you can also opt for pure survival pvp servers.

Player shop

Beyond that I am almost done with the technical requirements for the Merchant campaign and I've started to work on some of the tweaks, balance, and quality of life stuff for that. There's a big list of those to do before I can consider running a shop to be a solo and enjoyable activity at which point I'll be adding the option at character creation to play as a Merchant and start at the town.

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Feb 14 - A Need to Build

Hey happy Valentines Day, or Singles Awareness Day, or Saturday, depending on your point of view. This week was focused on needs, building, and the tileset. 3D autotiling continues to be a complicated affair that requires constant experimentation and tweaks. I'm picky when it comes to the look of the tileset so a lot of shortcuts don't really work. Hopefully this will result in terrain with lots of interesting contrasts and features, rather than just "cubes" like most other voxel builders. So ARTS continues to work away on that, more info as that progresses.

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February 14 - A town

Town

Wahey, towns! I was a little under the weather this week so I didn't get as much done as I'd like, but there's a town. There's stuff to buy and people hangin out. It's a pretty important base, since it's what a large amount of the farmer and merchant playstyles will focus on. Those are next, by the way.

I also added in some modding support, so people can make and share their own towns. If there's a particular style of town you prefer you can either make your own buildings for it or hope someone else has done the same. It mainly focuses around this little editor:

Prefab Editor

That's a free building mode where you can fly around and spawn/place any item or block, and is used to make your buildings. I have a post about how to do it [url=http://kassoon.com/content/forums/viewtopic.php?f=5&t=80]here[/url].

Another town angle

Next I'm going to be focused on fleshing out towns some more, and working on introducing the merchant and farmer playstyles, including a character creation option on how you want to start out, and different advancement paths for each.

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