update 7drl-2021-day3.gmi

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lee2sman 2021-03-07 11:16:25 -05:00
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Last night when I solved a vexing (but simple) bug that was causing weird rendering of the dungeon I had decided that I was next ready to work on the actual gameplay mechanics! Well, today I started out actually by implementing the date function instead. My original idea had been to make a game somewhat indebted to the game-ritual Vesper.5 by Michael Brough, which allows the player to only move once a day. So I started out by implementing a function to get the date, check if it's the same as the last date appended to a savedate file, and then report back whether it's a new day or the same day. If it's a new day, you can move the player, otherwise, you can't.
=> http://mightyvision.blogspot.com/2012/08/vesper5.html Vesper.5
Then I promptly turned this off so I can work on and debug and play the game as I develop it! Maybe I'll turn this back on later, maybe not. Will see how it turns out. The goal would be to turn this back on when I release.
So now I started to go through emojis to look for people, and then after to look for items to add to the game procedurally. I started realizing I don't really want to add monsters. I'm still after a personal quest to make something more like a roguelike walking sim, something that doesn't rely on attacking for its game mechanics. I love wandering in Caves of Qud, exploring, seeing what comes up, and having conversations. Can I make it something more like that? It does have quests, which helps move the action forward, and it has danger/risk.
=> https://www.cavesofqud.com/ Caves of Qud
Simulating a giant ecosystem I think is outside the scope of what I can accomplish or work on in a week, though I could extend this after the 7drl finishes. I started thinking about the almost roguelike Robotfindskitten, by Leonard Richardson, originally from 1997/2000. It's described as "yet another zen simulation."
=> http://www.robotfindskitten.org/ robotfindskitten