All right, a few updates!
Above is a screenshot clipped so that you can see it at "actual size" -- so it's part of the screen rather than the whole screen (the actual games runs at 1024x640 right now). I've upped the tile size to 16x16, which seems like the sweet spot for now. You can also see, in the cash count, the new font I'm using, which is
Texture Fancy by
tsampson of fontstruct.com. It's used under the terms of the
Creative Commons attribution/share alike license.
I've been tweaking the world-generation code, and you can see the more-interesting monster tile configurations and a halfway-decent desert, with a city in it.
Under the hood, I have the bare bones of the trade system implemented: the game tracks how much wood, glass, books, gears and phosphor the player has (the only 5 goods I've included so far, but it will be very simple to add more), and the player can purchase these goods from cities. No selling yet, though
, although I have a plan for that all ready to go. Once I put selling in, I'll probably shift focus to coming up with some interesting tiles and general map generation. Oh, and I've also included a basic trait, "hunter." The idea for traits is for them to be aspects of your character that significantly change the game. You choose one when you start a game and gain one per level up, for a max of four, probably. With the hunter trait, you get gold from monsters you slay -- the more powerful the more gold! So it can be easy to scoot through a few monster tiles and rack up some gold, but there's always the chance you'll run into something you can't beat and be killed.
I have plenty of ideas of my own, but I'd be interested to hear what sort of fantasy world goods people would be interested in trading. The stranger the better.
And oh, what the hell. I'll bump this up to 10% complete!