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hell game 2 devlog (Reply)

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  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    Tags:
    • hell game
    posted @ 02:17 am

    hell game 2 devlog

    not a whole lot this week. just today i rigged up some 'random map generation' that runs events loaded from files, so i can finally start taking out all of the old hardcoded scenes and replacing them. that's neat. it still doesn't record encounter data values, which is something i want to do a little carefully b/c depending on how that goes it could make save games much easier or more difficult. beyond that, not a whole lot. i drew a few more sprites + portraits for encounters. i hacked in support for unary operators into the expression parser, not well.

    isometric sprite art/game screenshot of a BSP-tree dungeon, with random monsters inside rooms

    i guess the big thing is just "more concepting", which i have to constantly remind myself counts as work on this. having a good idea of what i want the full scope of the game to be + how specifically that's conveyed is actually pretty important. i just tend to lose track of it since it's much less concrete than "fixed buggy event code" or w/e.

    (sometimes i get a little envious of the other weird porn games who seem so simply happy to get stuff working in their games. meanwhile i am out here writing entire custom engines and rendering setups & constantly dissatisfied w/ what i'm working on. that's kind of on me to actually, like, appreciate & enjoy the progress i'm making.)

    anyway i had been a little worried about being too derivative of hellpoint with the setup, but then i remembered that the way to seem "original" is to rip off multiple things at once instead of just the one thing, so i mashed bits from something else into the story concept and now it's different. i have a rough outline for how the "game plot" will go, but the details are kinda what make the moment-to-moment game experience, so i still gotta hammer out a bunch of those.

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