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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 177632 times)
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« Reply #560 on: March 16, 2015, 04:30:31 PM »

there's also a difference between making a game that is your personal "vision" or watever and handing a game over to a community. open source community projects can get messy. even if people do find ways to mod a closed source game and add stuff it's always going to be clear that that stuff is "unofficial" content.
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« Reply #561 on: March 16, 2015, 07:00:53 PM »

"Open" was in scare quote for a reason, I meant how obfuscated it will be so people create hook in the system to mod it.
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« Reply #562 on: March 17, 2015, 01:43:05 AM »

@Silbereisen: for the record, I wasn't asking for the game to be open source, but the engine running it. But as explained those two are too much entangled for that kind of decomposition.
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« Reply #563 on: March 17, 2015, 08:55:01 AM »

there's also a difference between making a game that is your personal "vision" or watever and handing a game over to a community. open source community projects can get messy. even if people do find ways to mod a closed source game and add stuff it's always going to be clear that that stuff is "unofficial" content.

Agreed - and as you say, it is then explicitly unofficial. I still think URR will be unusually hard to mod, but I guess only time will tell.

Ah, so in short: the code is so tied up to the content that open sourcing it would spoil the surprise. I can live with that.

@Silbereisen: for the record, I wasn't asking for the game to be open source, but the engine running it. But as explained those two are too much entangled for that kind of decomposition.

Ja - the code/content are just too closely intertwined (and whilst that is a major reasons, the other reasons also matter a lot to me as well). There's no real separation of the two, and the thought of going back now and making that change is horrendously daunting...
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« Reply #564 on: March 19, 2015, 11:43:09 AM »

Awesome piece from Rock, Paper, Shotgun about Dwarf Fortress, URR, and general procedural goodness! Enjoy:

http://www.rockpapershotgun.com/2015/03/19/dwarf-fortress-poetry-generation-matters/
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« Reply #565 on: March 21, 2015, 08:04:32 AM »

A vast, immense, terrifying update this week. A huge amount has been done in this past fortnight: almost everything required for 0.7 is finished except for some remaining procedural graphics and the last two remaining building interior algorithms, which I’m currently putting together. My intention/hope/plan is to release 0.7 on April 4th. My thesis defence is coming up very soon and I’m preparing for that, so I don’t know if I’ll be able to perfectly hit this deadline or not. In the mean time, though, bask in the ridiculous amount of new building generation! Though first, I must draw everyone’s attention to this year’s European IRDC which I’m hosting at the National Videogame Arcade. Please sign up if you’re planning to attend (http://www.ultimaratioregum.co.uk/game/irdc-2015/)! Now, onto the update.

Mansions, Part II

Firstly, I’ve finished the final set of mansions – the largest ones, found only in upper-class districts, and from which the player will begin their quest from 0.7 (or possibly 0.8 ) onwards (since the player is a lesser noble). Mansions of all sizes are among the more hand-made elements of the world; there are still many, many variations, but the algorithm which constructs them is more about piecing together and differentiating between a range of hand-made chunks, rather than the algorithmic placement of items, rooms, etc, but that’s just a necessity of the detail (and more importantly, logic/realism) I wanted from these: I tried several algorithms which just weren’t given me outcomes of the sort I wanted, so I’ve gone this way instead. There are ten shapes for the largest mansions; each shape has three different upper level layouts, three ground floor, and three basements, and each of these varies in turn according to colour scheme, table/chair placement, what room is used for what, and also another difference. If the mansion is the one the player starts in, the room in the middle of the ground floor below – containing the nine statues, in three sets of three – will contain nine things, be they paintings, statues, books, or something else, each of which will give you a single initial clue towards the nine items you need to uncover the locations of in the world. For this release, all nine are placeholder statues, but that room will be where you want to start.

Here’s an example of a ground floor and a top floor, with four bedrooms:





… and another (you simply must enlarge this one and look at it full-screen, just look at the flooring! The architecture! I am almost appalled by just how satisfied I am by how these mansions look):





… whilst the basements look much like they do for the smaller mansions, i.e. stone/wooden flooring (if servants’ quarters or slave quarters, respectively). On the upper floor, you will also be guaranteed to find one special item in all the upper bedrooms, which you may discover or be hinted towards by various means; however, although the player’s starting mansion will contain the nine initial clues (and other mansions won’t), it is other mansions which may contain special items in the chambers of the nobles in that family, whilst your “starting mansion” will not. Therefore, your starting mansion will get you going on the hunt, whilst other mansions – if you can find a way to gain access – may have things to aid you on your quest. You also see those empty rooms on the ground floor? A storage room, and an armoury, soon.

Officers’ Quarters

I’ve put in the generation algorithms for Officers’ Quarters, located in Military Districts in large cities. There will only ever be one per civilization, and will contain the highest-ranking military officials (and, next version, presumably a logically significant amount of protection); there’s always a decent number of 5×5 chambers, and then one larger chamber for the highest ranking military official in that army (whatever that may be). Here’s a reminder of how one of these buildings might look: flags and fountains for the nation in question will always be found outside, along with a reasonably ornate road pattern, and the OQ is generally either a “corner” shape, or a “trident” shape like the one below:



For the interiors I decided to use the ornate floor type again here, but once more in a visually distinct way; Officers’ Quarters will always have a “strip” of ornate flooring in the middle, and use ornate flooring in the bedrooms of the actual officers, but then will use stone flooring (the “second tier” floor type for interiors) for the rest of the building. The game places one from a large number of possible patterns of tables/chairs, and then places one from a long list of patterns of pillars/walls on top (deleting any tables/chairs that need to be deleted in the process!), and voila – you have the ground floor. So here we have three possible lower floors from another civilization to the one above, and three upper floors, in one shape:





The differences are small across a single “shape” of building, but across civilizations, building shapes, floor colours, we actually get a lot of variation, whilst (as ever) maintaining a clear visual style which denotes that these are Officers’ Quarters, and not anything else:



As above, in 0.8 you’ll be able to find the highest-ranking military officials here, but it will naturally be a location which is closely guarded. I’ve also worked on the generation of armouries in military districts, but since these are very “practical” buildings (i.e. not ornate in any way), and since weapons and armour and the like are not yet generating, they are not especially interesting! Likewise for warehouses in market districts; done, but currently empty. What is interesting, however, is arenas:

Arenas

Arena interiors now generate for arenas in feudal nations. The arena consists of three components; an overall building shape, of which there are several varieties; a shape for the central “arena” section (the section within the grey symbols, which can be seen through) and the location of various candle stands which keep the entire arena constantly lit, regardless of where the player is located; and then a pattern of chairs (of which there are many) which is then placed in any remaining tiles. The initial “lobby” leads to open doors that lead to the chairs, and also a locked door (which in 0.8 will be guarded) towards an interior area where contestants will get ready, and where you will be admitted to if you intend to fight within the arena. I also made a very rare alteration here: all the chairs have a randomized wood colour (based on woods in that climate zone, of course!) rather than just picking a single wood colour for the entire building, which I do for every other interior. I like the effect it produces. I have also added the code (currently unused) to sometimes spawn arenas which might have certain… environmental hazards. Here’s an example of one I explored:



I thought this gif was especially neat: step through the arena, talk to those in charge, decide to throw yourself into the ring, step out, and suddenly the arena opens up, lit through day and night by candles, and surrounded by (in 0.8 onwards!) a host of NPCs keen to watch the combat…



Also: want more gifs in future blog updates? I think you do, but let me know.

Galleries

Added gallery generation! These spawn in city centres and will always contain four procedurally-generated paintings (which will always contain tiny clues, cultural/historical information, etc). One issue was to distinguish this from the lower floors of Officers’ Quarters, so we can see four paintings (the white diamonds) and a pattern of chairs. I took the randomized chair colour idea from arenas and reapplied it here, and had the game place chairs in blocks or along diagonals at different distances from the walls. It’s very simple, but the main function of these buildings is simply to house paintings (and, in the future, relevant NPCs who can give you useful information) – they aren’t the most exciting, but they function. Painting generation coming soon.



Embassies

I’ve now developed the interiors for embassies. I wanted to make these very close-knit and very dense, so the game generates a number of closely-linked offices, picks a layout for tables/chairs within them, then generates. The ambassador’s office (the room with the upward staircase) will always contain a few items of note from their home nation, and the ambassador’s quarters can be found up the stairs.







Mints and Banks

The interiors of Mints and Banks are now generating! I once again found another variation on ornate/stone flooring: in this case ornate flooring runs around the exterior of the bank. The code is in place to spawn guards on each vault and a teller on the chairs/table in the middle, and will be used in 0.8. Here’s a bank as you will normally see it, with the vaults un-explored, and then the same bank after the player has (in later versions) found a way inside:



Mints, however, are rather more exciting now, though obviously also still lacking in actual, y’know, coinage. Whereas anyone will be able to enter banks, mints will obviously be under heavy guard, and some serious firepower or political might will be needed to gain entry. Here’s an example of a mint (with the same ornate-flooring-outline idea to aesthetically link them to banks) where none of the vaults have been opened:



…and here’s another one in another nation where the vaults (which will soon contain that sweet, sweet money) have all been opened:



The staircase in the middle leads down to an underground vault which will contain un-minted bars of gold/silver/whatever, and also probably some coin presses too. These areas will be much more lively come 0.8/0.9 once NPCs and trade are up and running (but also much harder to access!). I’ve also, lastly, temporarily removed currency exchanges from generating; I need to think very carefully about how those are going to work, and where they should be placed, and how that will interact with the player’s actions around the world, and how to avoid it becoming deeply annoying/grindy to switch currencies. I’m now thinking about a system where there are no currency exchange buildings, but rather individuals stationed at every city gate who can perform the service for you? I think that would be better.

Hunter Gatherers

All the interiors for hunter-gatherer civilizations now generate, though there really isn’t much to see here yet. I won’t be really focusing on these for a release or two, most likely. All the flooring in these buildings is the same as that outside, e.g. taiga, tundra, tropical, etc. You can wander in and look at the lovely doors, though:



Reliquaries, Incense Stands, Khachkars

This fortnight I’ve also created the procedurally-generated graphics for reliquaries. These are found in cathedrals only (i.e. only in one location per religion), and there will always be more reliquaries in a cathedral attached to a theocratic nation than one attached to any other kind of civilization. These all have a distinct symbol on the front which one might find elsewhere in the world. They’re quite ornate, and their graphics draw primarily on christian reliquary iconography, but also some sources from India, Japan, and Islamic art. They will naturally be locked by default, and – one assumes – well guarded, but will also contain things of either great use, or simply great value. Here are some examples:



I also did the graphics for incense stands in cathedrals and religious buildings – these can spawn instead of things like vases, gongs, statues, fountains, etc, and are just another kind of variation. Happy with the algorithm that puts these together: it’s fairly basic, but I think it looks good, and they’re very distinctive.



I have also added some very, very rare graves to nomadic citadels where only the absolute elites are worthy of burial (the rest are presumably disposed of somewhere else in the desert). For now, all of these graves are Khachkars since I only have time to create one algorithm for those and not for other grave types, but in 0.8 each nomadic civilization will have a different form of burial (cairns, stele, various other ideas). Naturally, all the symbols on this Khachkar might be important…



Some General Screenshots


Here are some nice general screenshots, though they both happen to be in cathedrals. Enjoy!





Next Week

There’s only really the remaining graphics left to do now. Things like reliquaries, finishing off all the tables/chairs/beds variations, and the like. There are also a few minor bugs that have arisen in 0.7’s development which I need to fix (primarily one involving external fixed sources of light), and I’m not really sure how long that one will take. I’m pushing for a release on the 4th – there are still a hefty number of small bugs and improvements I want to sort out, and I want a couple of days of playtesting beforehand to ensure I release the best possible version. My PhD defence is in the week starting the 6th, so depending on preparation, outcome, blah blah, the release might end a little after that. Hard to say. Either way, though, 0.7 is in its final stages! Which means the final worldbuilding release will be out in the next few weeks. Hype.
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« Reply #566 on: March 21, 2015, 09:17:53 AM »

Quote
Also: want more gifs in future blog updates? I think you do, but let me know.

yes please!
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« Reply #567 on: March 22, 2015, 03:44:56 AM »

Quote
Also: want more gifs in future blog updates? I think you do, but let me know.

yes please!

I shall make it so!
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« Reply #568 on: March 22, 2015, 04:47:03 AM »

Impressive work (as always!)

Have you thought about using an expanded ASCI set for the graphics as you seem to have things like wall tiles and doors in there already?
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« Reply #569 on: March 22, 2015, 08:23:51 AM »

Impressive work (as always!)

Have you thought about using an expanded ASCI set for the graphics as you seem to have things like wall tiles and doors in there already?

Thanks!

I... sort of do. I set myself the challenge of doing all graphics with a 256 character set, though I am "allowed" to change some of those characters (since there are a few custom characters, like the brick tiles and doors etc). I'm not extending past the 256 except for ancient languages, which I don't use anywhere except ancient languages - it's the 256 I use for everything in game, and for all the generated graphics. I don't think I'll extend it further, as I think it has/I have developed a very distinct art style now that I'm going to stick with!
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« Reply #570 on: March 25, 2015, 12:19:27 PM »

Here are some suggestions for when you start on procedurally generated graphics for physical maps Shocked http://www.brainpickings.org/2014/02/17/legendary-lands-umberto-eco/
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« Reply #571 on: March 26, 2015, 02:20:15 PM »

Here are some suggestions for when you start on procedurally generated graphics for physical maps Shocked http://www.brainpickings.org/2014/02/17/legendary-lands-umberto-eco/

Hrrrnnggggggg, those are so awesome. And have given me so many ideas...
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« Reply #572 on: March 26, 2015, 03:12:23 PM »

That T and O map makes me want to make a card game that recreates it.  Now I have to figure out what kind of shapes I could get to tile like that.
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« Reply #573 on: March 29, 2015, 05:54:22 AM »

That T and O map makes me want to make a card game that recreates it.  Now I have to figure out what kind of shapes I could get to tile like that.

I am thinking the same thing!
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« Reply #574 on: March 29, 2015, 06:07:32 AM »

Just a short update this week, partly since it is only one week’s worth of development rather than two, and partly because I’m preparing for my PhD defence. But, nevertheless, things have been done. Before that, though, two things – firstly, your weekly reminder about the EU IRDC (http://www.ultimaratioregum.co.uk/game/irdc-2015/) taking place at the UK National Videogame Arcade in Nottingham, which I am hosting. Come along! Secondly, I’m giving a talk on generating cultures and aesthetics at the Norwich Gaming Festival (http://www.norwichgamingfestival.com/talks-events/) on Saturday 11th of April. Come along! Both are totally free to attend. I don’t have any other public talks planned in the near future (though nearly a dozen academic lectures at conferences in the next five months), but I’ll obviously let you all know when I do. It is possible I’ll be at this year’s GDC Europe, too. Anyway:

Mercenary Guilds

One of the last few buildings left to generate were mercenary guilds, which have now been implemented. These spawn in (most) city centers. Again, it is hard to make every building distinct, but for mercenary guilds I wanted the idea that one might be “browsing” for mercenaries – each room will be the home of a single person from the guild, who should differ significantly in abilities and equipment but still be roughly similar (I’m going to have guilds designed around a “theme”). Each room has its own randomly-chosen layout. The flooring is a square-tiled mix of wood (the brown) and stone (the grey) – it’s a small thing, but it’s hard to distinguish between all kinds of buildings when you’re only using ANSI! Which is to say: obviously you’re unlikely to go into a building with a sign outside without knowing what the building is, but I’m still trying to keep the interiors very distinct (or as distinct as possible). The woods for tables/chairs/beds are also cycled randomly for each chamber. The locked-door room will be the archives of that mercenary guild – lists of past contracts, etc, which will obviously be useful to your investigations – and may also contain a staircase down to a vault below, containing… well, who knows?



Middle-Class Districts

I’ve redone middle-class district generation. Here’s an old example – this is, admittedly, a full release out of date (0.6’s middle class districts had a few smaller gardens, more trees/plants, etc), but you get the idea; much like an “upgraded” lower-class district, random housing patterns, and sometimes roads which end in nothing (or start and end in nothing). I had a few critical comments about middle-class districts after 0.6 and how hard they were to navigate and make sense of, so I decided to do something about them, and to just integrate them slightly more firmly into the rest of the city rather than feeling like a random add-on. So, here’s an old version:



…and here are two new versions, for a “square”-aesthetic nation (with a religious building, a bank and a park), and a “circle”-aesthetic nation (with just a park)…





… and how it looks to explore and walk around:





Some things to point out. Firstly, there are now three types of houses (although all are treated alike in terms of what one might find inside and how the house itself generates): houses will walls and gates, houses with gardens, and houses with neither. I felt these needed a lot more variation, so they’ve got it. Secondly, you’ll notice the thickest roads are of different shapes, and these layouts – like so much else – relate to the aesthetic preferences of that nation. A nation with octagonal floor tiles and octagonal furniture will also have an octagonal layout in their middle-class districts (and so on for the other shapes). Thirdly, you’ll also note that all the plants (in this particular biome) are currently green; in some later version I’m going to add more variety to climate plants, add in a large range of unusual plants, and also add that to the ever-growing “clue” database (such that maybe certain plants only grow in certain nations, or are only cultivated by a few monasteries, etc?). I’m also going to have the colours of plants tethered loosely to climate, so that as you move around the world, you’ll see different “palettes” of plants, which will be a lot more interesting. Fourthly, the buildings are positioned at the intersections of the major roads – I wanted the middle-class district to look more like a true middle-ground between the rigidity and order of the upper-class districts and the randomness of the lower-class districts, and I think that by placing the special buildings more specifically, and updating the road system, but still having the district fairly tight and crowded, I’ve made it into a much better balance than it was before (since I think it used to look like a “slightly nicer lower class district” rather than something really in the center). Theaters have also been temporarily removed due to my uncertainty over, frankly, how the hell they are going to work, and that needs to be left until I have NPCs wandering around the place.

Unlike the mansions of last week, these are the exact opposite of handmade – almost nothing about the district, nor the buildings themselves, is handmade, and is almost entirely algorithmic. The games tries to place an appropriate number of rooms, and then path between them, and it allows situations where multiple rooms can lead onto one another rather than back into a central “hallway”. Here are some examples of some two-floor interiors for middle-class housing:







… and for some more unusual shapes:





Very happy with how these look now, and they’re the last housing type that needed finishing off. Everything from slums to the greater mansions can now be explored, and generate differently. Here’s a last shot, just because I really do like these doors:



All Houses

So, we can now take a shot at all dwellings, from the slums to the grandest of mansions. Here’s a large picture you should take a look at the full size of by clicking on it:



0.7 Release?

I accidentally reneged on my promise to never again promise release dates last week, and now I must pay for it. I am going to rescind all previous predictions and say: it’ll be out when it’s done. All my time not spent preparing for my PhD defence is spent on URR and there isn’t that much left to do, but it’s still going to be a very busy fortnight. I shall now once again swear to never make predictions of release dates again. Let us see how long that lasts…
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« Reply #575 on: March 29, 2015, 09:32:35 AM »

so you are the one responsible for that zelda wii u delay Sad boooo!!!
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« Reply #576 on: March 30, 2015, 06:55:58 AM »

I am responsible for ALL game delays!
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« Reply #577 on: April 02, 2015, 07:06:15 AM »

It's official: I will be releasing URR 0.7, the last worldbuilding release with uncountable tens of thousands of procedurally-generated buildings from crypts to cathedrals and townhouses to mansions, on Saturday 18th!
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« Reply #578 on: April 05, 2015, 03:58:03 AM »

0.7 Release

As mentioned on URR’s Facebook page (https://www.facebook.com/UltimaRatioRegumRoguelike), 0.7 will be released on Saturday, April 18th. This is (for once!) a 100% confirmed/guaranteed/absolutely certain release date, unless I die before then, in which case I will empower someone to release it for me. To remind everyone: this is the last worldbuilding release. As you’ll find when you wander around it, the world is now madly detailed, and contains every imaginable building ranging from crypts to cathedrals, townhouses to mansions, and banks to parliaments and slums to shops, with procedural graphics for everything within those buildings, ranging from walls, floors, tables and chairs to altars, reliquaries, tombs and vases.

Norwich and IRDC

Another quick reminder: if you’re in the UK or Europe, you should come to the Roguelike Development Conference I’m hosting at the awesome National Videogame Arcade. Go here (http://www.ultimaratioregum.co.uk/game/irdc-2015/) for more information! If you’re in the UK, you should swing by Norwich on Saturday 11th to listen to my talk at Norwich Gaming Festival (http://www.norwichgamingfestival.com/talks-events/). Now, onto this week’s update:

Courts

Our last building algorithm is complete: for courts! These will only spawn in nations which follow the “Penitentiary” or “Ordeal” justice policies, and appear in city centers. Again, I wanted to make them aesthetically distinct from all other buildings, which remains tricky when one’s not using a tileset, but I think I’ve managed to find another clear visual style here. They use lots of chairs in the various hearing rooms/courts/chambers, but they are set out in coloured “stripes” according to the wood of the chairs and the shape of the room. There are also rooms with just tables in, which will later contain court records of criminals, important trials, etc. The overall shape was inspired by the “Star Chamber” in English history – although it is generally agreed that the name of the court was based on its decor, I realized that I hadn’t created any building shape which was based on either a star (or a cross), so I utilized both of these for the external court shapes. Here are some examples!



Tombs (and Stairs)

I’ve finally done the last major graphical block in this release: the tombs. These are generated using a vaguely similar modular system to the nomadic khachkar graves discussed two weeks ago, and they vary in a number of ways. I debated at length whether or not they should ever have names on – given the extent to which that would give away the game! – and I decided that the answer was no. No matter how noteworthy the person who is buried there, the tombs will never have names, and will (as with much else) be understood/decoded according to their symbols and graphics, rather than text. As you can see, there’s also minor colour variation; tombs in flooded crypts will have a slight blue tint, those in desert crypts might have a fractional red tint, etc etc. There’s a huge range of pattern layouts – the ones below show three of the layouts (two lines, six squares, three columns) and a small portion of the possible designs that might be etched onto a sarcophagus; there’s also a whole bunch of different shapes/designs for the top of the sarcophagus, and a lot of pattern variation within that too, meaning that each sarcophagus consists of between 3 and 10 components each of which generally has between a dozen and several dozen variations. Each sarcophagus will, of course, be unique. So if you hear that Person X was buried “where the stars rise between the vines and the torch”, then…







Other Stuff

I also threw together stair graphics, and ensured that the downside stair graphics can integrate correctly with graphics for wooden, stone, and ornate flooring (yes, I am aware the perspectives on these two staircases is different; that’s fine, you’ll never see them “together” in-game, and they proved easier to draw in the two different perspectives anyway).





I’ve also worked on crypts, finishing them, and emphasizing the difference between under-cathedral crypts (in Theocratic nations) and under-graveyard crypts (in Monarchic nations). They each have a distinct set of rooms, though some of the rooms for the under-graveyard crypts won’t be fully “activated” until we have NPCs moving in 0.8. Also just done a host of other optimizations, slight changes, making sure the correct “quality” of tables/chairs/beds spawn in each building, blah blah blah.

Bug Hunting

I’m now onto the final bug-hunting phase of 0.7’s development. There are as ever a wide range of minor ones – things generating in slightly odd places, text that isn’t completely logical, incorrect grammar/typos, etc, but only a couple of major ones. As far as I can tell there are not any crash bugs, though, which is obviously a good point to proceed from. One of the major ones is an extremely rare but very annoying bug with external sources of light allowing the player to see “through” walls, but only at a distance; in all my playtesting it has only occurred twice, and whilst I would like to fix it this release, I’m not going to let the release drag on an extra week, say, if the only remaining issue is this bug.

Some Screenshots

Lastly, here are some nice screenshots: a nomadic citadel in the fortress of Khan’s Rest; an altar to Ahorim, The Grey Worm of the Nightmare in a crypt below a cathedral in the desert; wandering around in the Red Senate which rules over the Nation of Ghanari; in the upper-class district of the city of Mourning Sun.









Next Week

Who knows?! But hopefully a celebration of a successfully-passed thesis defense…
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« Reply #579 on: April 05, 2015, 06:17:30 AM »

Make your loins be girded and also fruitful in preparation for your thesis defense!
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