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Caverlasting Checklist

Posted March 12, 2025 by Xhin



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I have some rooms and details built out now so I can start to build this thing out.

  • Flesh all the rooms out

  • Get detail boxes operational with the title and type in there. The type is something either separate from or part of the detail title, which should be reflected in the detail name in the main text. Not sure on the parser standards here yet but I'll figure out something easy.

    Totems

  • Have a totems inventory that renders along the bottom of the screen.

  • Place totems in handcrafted locations, 1-3 per room in data{}. There needs to be at least one of each type although honestly making them equal makes the most sense since it's handcrafted anyway.

  • Render them as part of the details box.

  • Allow you to pick up and place them here as well.

  • There should be *some* kind of mention of the totems in the room. It should be subtle but you should be able to know what totems are in the room at a glance.

  • Totems reflect into a maze name, and this should for now reference subspace.enter() which just spits out the seed (based on t2d room designation 1, t2d room designation 2 and values for totems wherever this is stored (probably totems{}). This references a fixed seed (777) distinct from the world seed which handles things I do want to be random.

    Beacons

  • Create an appropriate object name for this puzzle.

  • Make sure games have a unique seed.

  • This seed determines a room and a detail for the location of the activated beacon.

  • It also determines a random area (separate from the above) to place the beacon precursor.

  • The beacon precursor should be hinted towards subtly the same way totems are in the body of the text.

  • If it's in a detail you should be able to take it.

  • It should be in your totems inventory, first and colored differently.

  • You should be able to place it in a detail.

  • This will give you beacon information.

  • If everything checks out, it turns into a Beacon.

  • Beacons just form the first GTT link of a room. They should look distinct.

  • The menu there will allow you to either go to the town or pick up the beacon.

  • Like the precursor, picking it up should put it at the first slot of your totems inventory and obviously change the room.

  • You'll instead get a "place beacon" link as the first link of each room when one's in your inventory. Also visually distinct from placed beacons.

  • This link should do what you expect it to do.

  • March 12, 2025
    Xhin
    Sky's the limit

    Reply to: Caverlasting Checklist

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