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Apr. 1st, 2016

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Apr. 1st, 2016

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    • Current Music: Iron & Wine - The Trapeze Swinger
    Tags:
    • hell game,
    • process
    posted @ 08:38 pm

    here's some stuff i did wrt hell game in the past week or so. just yknow for the record.

    • redid a bunch of the css, including fixing some really annoying interface glitches
    • improved map generation very slightly
    • hooked up the new description code, & actually fleshed it out to the point where it can generate a handful of decent-sounding descriptions
    • finished writing the json api for game events, fixed the json-decoding code, and hooked all of that into actual events as they're run in the game
    • gave the pc a node inventory to store any spare bodyparts
    • hooked up the body editor to the game for real (& streamlined the javascript to work the editor a lot)
    • finalized shops/alchemy & set it up so you can do things like buy items w/ other items, or upgrade nodes w/ items (previously you could only buy body nodes, and you could only buy them with items. now there's a polymorphism hack.)
    • also it feels silly to put bug fixes for the above in a separate item, but also i debugged a bunch of those things and fixed up some weird issues that didn't work at first.


    some other weird issues still remain, but, well, that's code for you.

    most of this was done b/c i wanted to procrastinate more wrt actually writing events, but, hey, that's still all work that needed to be done. plus, now i can write events that i can actually play! that's progress.

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  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    posted @ 09:06 pm

    (actually before the game is "playable" for real, i'm gonna have to tinker w/ map generation again, and that's... a deep well to go down.

    not the least b/c i use basically the same library code for hell game & all the 3d stuff, and yet i haven't yet extracted that into a separate dependency so if i want to touch map generation the first thing i gotta do is manually copy over a bunch of files. maybe the first thing i should do in that case is manually copy over a bunch of files into a new repo and then just include that as a dependency for my other projects.)

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