@JDR13 spotted a new update from Rat Tower Software (thanks!), probably the last one of 2021 too. This time, we get some insight into the benefits of refactoring code, tricks of the trade like FSMs, and how they help implement immersive simulation features.
More information.State of the Game: Current Progress | Refactoring & Game Design
Hi, dungeon-crawling Fans!
The year is coming to an end, but the work on Monomyth continues - a good opportunity for another update! This month we will focus more on the technical side of things, so, let's get started...
Current Progress
You may remember, in the last update, I mentioned that I'd do some coding for the first two weeks of December. I wanted to improve some of the game's systems and make it easier to include additional immersive features (work I would have otherwise done during January).
After the first two weeks, I saw that with a little bit more time I could turn the refactoring into a major code rework, which would immensely simplify future development and potentially save me a lot of time in debugging. So, I decided to take the chance and I dedicated another two weeks to coding.
Alongside the removal of several conceptual problems with the AI, two major results came out of this process:
These improvements allowed me to introduce a series of features, most of which were either requested during the Kickstarter demo or part of the "Expanded Immersive Simulation" stretch goal. In this update, we will deal with the inner workings of the improvements as well as their effects on the game design. It will be a bit more technical this time but don't worry, we will talk more about level design (and - as promised - dungeon rooms) in next month's update!
- Improved Character State Machines
- Improved Inventory System
[...]