King's Sea 2: Dev Diary 5

Hey folks! Get ready for another dev diary!
I didn't add the fishermen yet. But i have been adding the stuff i need to do that. I improved the world gen so things are seperated into different continents. And the continents can get cool names.And they hold the water bodies etc.
I've revamped the date handling so that each date is managed as a new Date object that automatically accounts for time passage. Additionally, I’ve moved a ton of the in game text into my dedicated block files (I still haven't moved everything, but as I do, the game will improve not only because it will be more moddable, but also because it lets me randomize the text using my text generation shenanigans.), eliminating any hardcoding. Everything’s going well so far!
My nephew tried the game and really, really, enjoyed it, which is a great sign especially since it's basically just a more advanced version of odell lake which was an edutainment game for kids in teh first place.
Basiclaly I’ve been cleaning things up and enhancing the infrastructure to avoid future headaches. This is really important to me because i plan to reuse most of these systems in future projects)
In addition, I've improved all of the name generators and expanded my generic text lists (which include adjectives, nouns, etc. for text generation). I've also set things up so that it's easy to add new procedurally generated text. I've significantly reduced the size and complexity of that code while making it much more usable, which I'm quite happy about.
To add the fishermen, I needed to include the continents because I also implemented a history system. This system will serve as a "bone" file that you can read through similar to Dwarf Fortress' legend mode, except it focuses entirely on your various playthroughs in a given world. And it will say in the history something akin to "humans settle in x continent" which will add them to the encounter lists for that region.
And so now that the continent thing is done, I just need to add the new block file for humans, etc., and a new flag for creatures to allow them to be used as bait. Then I'll add the encounter handler for it, and it should be good.
After that, I'll move on to letting you save the world (so you can keep playing in it later). This should be trivial because it's already stored as a block file—I just haven't written it to disc, so that will be easy. It will probably reside in a "worlds" or "saves" folder within the block folder, and it will contain your world block file with the block definitions for everything in your world.
To read throgh your history ill have to add a whole new screen/interface for looking through your creatures (probably just a list since searchable trees with scrollbars are super trivial to implement in godot) and ill add the ability to name your fish. Which is fun.
Then I can add more fun stuff, like a hunger and energy system to make gameplay more interesting and force you to make more meaningful choices.
Then i might just throw it up on here for folks to play!
Then ill work through the rest of my plans...
Anyway! Thanks for reading my ramble and ill talk to you later!
Oh and i also have a cool logo for the game now heh.
Get King's Sea II
King's Sea II
An arcade style simulation ASCII game inspired by Odell Lake where you play as a fish. With randomly generated worlds.
Status | In development |
Author | Untrustedlife |
Genre | Simulation |
Tags | ascii, fish, Life Simulation, Relaxing, Text based |
More posts
- V1.3.1 Hotfix2 days ago
- V1.3 Update Dev Diary and Changelog2 days ago
- King's Sea 2: Dev Diary 9 (Roguelike?)4 days ago
- V1.2.2 Update Dev Diary and Changelog6 days ago
- V1.2.1 Update Changelog7 days ago
- V1.2 Update Changelog9 days ago
- You can play King's Sea II now!12 days ago
- King's Sea 2: Dev Diary 713 days ago
- King's Sea 2: Dev Diary 617 days ago
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