King's Sea 2: Dev Diary 7


Howdy folks! 

I didn't fully get to everything I had planned. However, I did add the history system (you just can't read it outside of loading your world files in Notepad or something similar).

I've also moved all interactions into my interactions framework (Which will reduce the amount of headachs i get from looking at the code because it moves them into other files). I added settlement mechanics which were originally meant for fishermen, though right now other creatures are using them. For instance, sometimes you can play as the Loch Ness monster in a lake because it settled there during world generation.

I'm planning to add the fishermen of course, and I might also include a toggle that lets you choose whether this is a classic game or a neo world. By that, I mean that any extra mechanics (not present in odell lake) outside of history generation would only be in the neo option—ideal for those who want a more traditional Odell Lake experience. I'm still working out exactly what I want to do with this or if i'll do it all.

Fishermen are next, they exist i just haven't tied them to an encounter type which should, may be be done today? (After i play some more odell lake to see how they work)

If i do get them fully added i will prtobably make it downloadable so folks can try it out whlile I work through my todo list.

Future projects will use the systems better.

I went and cleaned up the name generator for continents to make them better. Its all moddable of corurse.

The world tries to remain cohesive. For instance, if you have a continent with a well-defined name, you can also get oceans and other bodies that are in some way named after it. It even counts the oceans to provide something equivalent to "the seven seas." In short, what I'm saying is that my world generator is more self-aware than, say, Dwarf Fortress.

All this really means is that, in terms of naming things, my world generator is occasionally more cohesive than DF. For instance, if you have a continent called "Itheldura," you might see features like "Itheludr's Sea" (yes, it drops the final vowel), which makes everything feel like it truly belongs in the same world.

Thjs really doenst matter for gameplay, its just names.

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