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Oct. 4th, 2017

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Oct. 4th, 2017

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 06:50 pm

    things left to do w/ hell game 0.4.0:

    • figure out what parts of the new maps need to be serialized, and make a simplified version of the map data that discards all the lingering generation artifacts prior to use/saving
    • write the new map serialization/deserialization savegame code, once that becomes feasible (see above)
    • fix the issue where there's no pc spawn generated so you have to click the map first to anchor the pc to reality before you can move on it properly
    • make map generation place locations as well as encounters, & start generating location-tagged regions to make that possible
    • make encounters stop getting placed in trees or w/e, & start generating (better) encounter-tagged regions to make that possible
    • write a respawn function to call every like, 1000 tiles moved or w/e
    • hook in the location-based encounter processing, so the client-side rewrites some encounter data based on the map zone the encounter is spawned in
    • various map generation tweaks to make the maps less ugly and boring

    the biggest by far is the last one, since that gets into abstract concerns of what makes a 'good map'. but i think for now i'll suffice with "all map sections not just flat rectangles"

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