{"id":1020,"date":"2019-01-07T09:42:46","date_gmt":"2019-01-07T17:42:46","guid":{"rendered":"http:\/\/www.adamantyr.com\/blog\/?p=1020"},"modified":"2019-01-07T09:42:53","modified_gmt":"2019-01-07T17:42:53","slug":"map-making","status":"publish","type":"post","link":"http:\/\/www.adamantyr.com\/index.php\/2019\/01\/07\/map-making\/","title":{"rendered":"Map Making"},"content":{"rendered":"\n<p>Another year, another resolution to get the CRPG done. This time I mean it though. \ud83d\ude09 I&#8217;m not updating that copyright on the title page again!<\/p>\n\n\n\n<p>I made a couple engine fixes, my favorite being that monsters now don&#8217;t move towards you if you can&#8217;t see them. I ran into the problem that monsters immediately came through doors out of rooms to attack you. I don&#8217;t have a flag for tiles to be marked &#8220;permissible to players but not monsters&#8221; so I was trying to figure out how to stop that from happening.<\/p>\n\n\n\n<p>I realized that I already had the solution; during the map view generation phase I place mobs on the map only if they&#8217;re visible. So at the same time, I can update a small array to indicate the monster either can see or NOT see the player, and have them react accordingly in the AI phase later.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"272\" height=\"208\" src=\"http:\/\/test.adamantyr.com\/wp-content\/uploads\/2019\/01\/mapedit.png\" alt=\"\" class=\"wp-image-1021\"\/><\/figure><\/div>\n\n\n\n<p>Now I&#8217;m changing gears away from engine work, though, and getting started on content generation for the rest of the game. I have maps to create, mobs to place, script and dialogue to write, monster graphics to draw, and so forth&#8230; \ud83d\ude42<\/p>\n\n\n\n<p>I had considered starting beta testing with other people with just the content I have. But new content requirements could significantly alter the engine. Also, I&#8217;ve put off the work long enough. Certain cities and towns and dungeons have long been just a name in my head, it&#8217;s time to see them actually plotted out!<\/p>\n\n\n\n<p>Drawing maps is both fun and helpful for plot. I always wanted to make the game so that exploring is rewarding. CRPG&#8217;s that have a lot of empty and meaningless territory without any significant interactions are boring. So I try and make sure if there&#8217;s a bridge leading to an island, for example, there&#8217;s SOMETHING on that island to check out. Otherwise, why put the bridge there in the first place?<\/p>\n\n\n\n<p>The time to draw maps is considerable; I expect I&#8217;ll be working at this the rest of the month. And I&#8217;ll have to slow down when I get to some maps where I haven&#8217;t actually created the unique graphics for them yet. (A few special cases I&#8217;ve long planned.) <br><\/p>\n\n\n\n<figure class=\"wp-block-image\"><img loading=\"lazy\" decoding=\"async\" width=\"904\" height=\"528\" src=\"http:\/\/test.adamantyr.com\/wp-content\/uploads\/2019\/01\/02-Craggy-Fjords.png\" alt=\"\" class=\"wp-image-1022\" srcset=\"http:\/\/www.adamantyr.com\/wp-content\/uploads\/2019\/01\/02-Craggy-Fjords.png 904w, http:\/\/www.adamantyr.com\/wp-content\/uploads\/2019\/01\/02-Craggy-Fjords-300x175.png 300w, http:\/\/www.adamantyr.com\/wp-content\/uploads\/2019\/01\/02-Craggy-Fjords-768x449.png 768w\" sizes=\"auto, (max-width: 904px) 100vw, 904px\" \/><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Another year, another resolution to get the CRPG done. This time I mean it though. \ud83d\ude09 I&#8217;m not updating that copyright on the title page again! I made a couple engine fixes, my favorite being that monsters now don&#8217;t move &hellip; <a href=\"http:\/\/www.adamantyr.com\/index.php\/2019\/01\/07\/map-making\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[4,5,15,11,12],"tags":[],"class_list":["post-1020","post","type-post","status-publish","format-standard","hentry","category-crpg","category-design","category-graphics","category-screenshots","category-ti-994a"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pgaeMJ-gs","_links":{"self":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/1020","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/comments?post=1020"}],"version-history":[{"count":1,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/1020\/revisions"}],"predecessor-version":[{"id":1023,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/1020\/revisions\/1023"}],"wp:attachment":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/media?parent=1020"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/categories?post=1020"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/tags?post=1020"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}