Delved deep into simulation last few days as some bugs in town-simulation code crept into gameplay.
Handles timeline better and backtracks e.g when immigrant children were born before coming to town.
#hintermark #procgen #gamedev #roguelikedev
Quest development I did not anticipate. Player attacks weak merchant, but is killed. New player starts game (in same world), and merchant is still VERY angry at the Player faction. Proceeds to kill fresh player as well. Merchant levels up!
#hintermark #roguelikedev #gamedev
Latest week has been good for development again. The initial quest is almost done. 50%+ of the possible paths have tests that run to the end. Also a big refactor where the static quest data are now better split from the malleable quest data. #hintermark #roguelikedev
Slowly getting work done on one of the first quests- the ambush-quest. Unfortunately the complexity of the quest and supporting infrastructure grows. #roguelikedev #hintermark
Just realised when trying to figure out the state of things that one of the enemies is a very very sad panda and is trying to award xp to the player: imgur.com/a/oMwiYIQ #enemy #animation #roguelikedev #roguelike
An unwelcome break in #hintermark development due to clearing an estate ++. Now why did I scale up the skarpberg cave system size and not commit?
emergent behaviour FTW.. dropping a lit torch burns the player, burn damage causes oil flasks to explode => kills the player.. a #notfix bug cause it is an easy way to die and start with new character!
#hintermark #roguelike #roguelikedev #solodev
Loads of new #Mecanim #animations for humanoid characters installed. Expect more attacks, combat, skills and some sweeet moves in the coming weeks.
#hintermark #tacticalrpg #roguelike #gamedev #solodev #indiedev #roguelikedev #rpgdev
#workinprogress on adding attack-type indication during targeting. To-hit chance for attacks is simulated in advance to get accurate chance.
The weird sting-ray insemination icon is the talent/skill icon.
#screenshotsaturday #solodev #hintermark #roguelike #Indiedev
Archer getting slightly more OP if enemies line up.
Fixed some projection issues, so now the enemies in the backrow will be hit as well.
imgur.com/a/rIts6Xc
#hintermark #screenshotsaturday #tacticalrpg #roguelike #roguelikedev #solodev #gamedev
Finally got around to rotating area-of-effect for skills when doing free targeting. In this case for split-shot archery skill. Opens up #tactical possibilities. imgur.com/a/nd6hZQw
#tacticalrpg #hintermark #roguelike #rogulikedev #gamedev #solodev
A bit of progress in that I’ve started building executables for testing things as a standalone game. A necessary step on a long journey. #hintermark #gamedev
Work in progress on quest- and aggro-indicators: youtu.be/MGEDJukOvCU
Planning next goal: a true Don Quijote-mode to streamline attacking windmills and barrels.
#roguelike #tacticalrpg #gamedev #roguelikedev #hintermark #solodev
When shaders go wrong, very very wrong :-)
#hintermark #screenshotfriday
After much deliberation, years of deliberation actually:
Diagonal movement will not be allowed in Hintermark anymore.
Three main reasons: Accessibility, laptop keyboards and d-pads on game-controllers.
Will be gone in next release!
#hintermark #roguelike #tacticalrpg
Favourite game this month is a “runner" called nunit. Super-exciting every time I start nunit and can watch the unit-tests run along - lighting up little red and green lights as they go.
10/10. Essential.
#indiegamedev #roguelikedev #roguelike
#screenshotsaturday
Fighting in Hintermark is getting more intense in the violence departement with a midlife crisis sword, some dodging, fist-fighting and some thrown rocks for good measure.
#tacticalrpg #roguelike #roguelikedev #indiegamedev #hintermark

