{"id":1093,"date":"2019-03-05T11:12:42","date_gmt":"2019-03-05T19:12:42","guid":{"rendered":"http:\/\/www.adamantyr.com\/blog\/?p=1093"},"modified":"2019-03-05T11:12:47","modified_gmt":"2019-03-05T19:12:47","slug":"sand-slogging","status":"publish","type":"post","link":"http:\/\/www.adamantyr.com\/index.php\/2019\/03\/05\/sand-slogging\/","title":{"rendered":"Sand Slogging"},"content":{"rendered":"\n<p>Been awhile since I&#8217;ve posted, so here&#8217;s where we are&#8230;<\/p>\n\n\n\n<p>Work has slowed down as I&#8217;ve entered the second half of the game&#8217;s content. It was bound to happen, unfortunately.<\/p>\n\n\n\n<p>Part of this is due to the necessity of creating new graphics for maps that only existed as concepts. I also decided, as the maps I was working on had a distinctly &#8220;Arabian Nights&#8221; feel, that I wanted some more graphics to make the maps more interesting. (low tables, cushions for seats, rugs, etc.)<\/p>\n\n\n\n<p>This had me thinking at one point, why not just dynamically load patterns for maps? Each map would have a tile set and then run-length-encoded map data, possibly followed by elevation in one huge block. There would be a slight delay as it built the character set out but then I could literally have any tile I wanted on any map.<\/p>\n\n\n\n<p>I decided not to do it, at least for now. Creating maps in such a system would be a major pain in the ass.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"alignleft\"><img loading=\"lazy\" decoding=\"async\" width=\"272\" height=\"208\" src=\"http:\/\/test.adamantyr.com\/wp-content\/uploads\/2019\/03\/mapeditor.png\" alt=\"\" class=\"wp-image-1099\"\/><figcaption>A Palace in Progress&#8230;<\/figcaption><\/figure><\/div>\n\n\n\n<ul class=\"wp-block-list\"><li>You would have to designate what tiles you wanted before you started even drawing it.<\/li><li>The map editor would be a major pain to write; I may have to resort to writing an external C# tool to do it instead of on the TI itself<\/li><li>Animated tiles becomes messy and potentially a problem. Right now it&#8217;s hard-coded for speed and efficiency<\/li><li>Compression of maps is nice but not strictly necessary, I got plenty of disk space<\/li><\/ul>\n\n\n\n<p>Maybe for a sequel I could do something like this but for now I think I can get by without it. <\/p>\n\n\n\n<p>The other slow going work is the quests and story-line, which were broadly written but lacked detail. (Rather like how George Lucas had a rough idea of what was going to happen in the prequels early on but no concrete story.) Now I have to actually sit down and think and fill things in.<\/p>\n\n\n\n<p>Part of this also requires some research on my part. My favorite resources for historical and mythological information are, not surprisingly, RPG game books! Steve Jackson Games produced a huge number of world books for their GURPS system in the 1990&#8217;s, and all of them are invaluable sources of information on not just gaming but cultural aspects of the settings.<\/p>\n\n\n\n<p>I try and keep my Progress page updated with the latest numbers, so stay tuned!<br><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Been awhile since I&#8217;ve posted, so here&#8217;s where we are&#8230; Work has slowed down as I&#8217;ve entered the second half of the game&#8217;s content. It was bound to happen, unfortunately. Part of this is due to the necessity of creating &hellip; <a href=\"http:\/\/www.adamantyr.com\/index.php\/2019\/03\/05\/sand-slogging\/\">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":[16,4,5,12],"tags":[],"class_list":["post-1093","post","type-post","status-publish","format-standard","hentry","category-assembly","category-crpg","category-design","category-ti-994a"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pgaeMJ-hD","_links":{"self":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/1093","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=1093"}],"version-history":[{"count":2,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/1093\/revisions"}],"predecessor-version":[{"id":1100,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/1093\/revisions\/1100"}],"wp:attachment":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/media?parent=1093"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/categories?post=1093"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/tags?post=1093"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}