Categories Dev Diary

JamCraft Dev Diary – Day 2

Things are starting to come together now.

I definitely need to think about my choice of colors a bit.  (Partly because I want the game to be color blind friendly, but mostly because the current color scheme is a bit garish.)

That said, I have the bones of this thing going in the right direction.

Complete:

  •  I have a map.
  • I have an FoV.
  • I have monsters.
  • I can attack the monsters (though it currently doesn’t do anything).

Next on the block:

  • ​Adding ‘combat’ such as it is (basic addition and subtraction).
  • Making monsters move maliciously.
  • Adding the UI on the side – tracking the players ‘level’ and combat effects.

Things that need fine tuning:

The map still doesn’t feel quite right.  I like that it’s mostly open, but when monsters start moving around, that’ll be a bit more of a problem.   I’d like it to have more of a cellular automata look over the current bsp style.  I’m not sure I’m good enough to figure out how to do that though.  Most of the cellular automata map algorithms I’ve seen are fairly complex.

​The FoV colors need tweaking.  I’d also really like to add some light falloff, so that the outer square or two look darker orange.  I think that will probably mean switching from shadowcasting to raytracing, which I’m reticent to do just for that, but it’s definitely something worth considering.

​Monster distribution isn’t right yet.  Because the game is based around adding and subtracting, the player needs a wide variety of numbers to work with.  Beyond that, I need to tinker with the pools themselves to ensure the right amount of each number is showing up.

That said, I’m on the right track, and even if I don’t have it perfect for the end of the jam, I think it’ll still work out all right.

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