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Last few days have been spent on map-making, laying down the foundations of the main gameplay aside from combat: that being exploration and dungeon-crawling. In the game you will progress through a map point by point with choices, events, and encounters being presented to you somewhat like how a DM would in a tabletop game. (Again, if you want to see what this kind of gameplay is like in a finished and polished form, I recommend you play Ruina: Fairy Tale of the Forgotten Ruins https://dinklations.wordpress.com/2021/01/30/ruina-fairy-tale-of-the-forgotten-ruins-english-version/)

Currently all the maps to be seen in the demo are planned out w/ checks and events, enemy types, unique traps and etc. 

The intro map is shown above, and I implemented the basic functionality of the first real map of the game here: twitter.com/OrriGame/status/1597024229928861697  

It lacks text obviously, but I already have a good portion of it that I wrote offhand in like an hour. It's surprisingly easy to write this stuff, unlike huge monolithic fics. Text implementation will have to wait until I've cleaned up the actual scripting of the map and partition off as many elements as possible for ease of reuse in multiple contexts (ie making a skill check in one operate on the same programming as a check of the same skill in another map, with all the customizable bits defined by the event that calls upon said check, stuff like that. It'll make bugfixing easier and less annoying if problems that do crop up come from one place, instead of multiple.)

Parts of the design philosophy I'm approaching these maps with is to not create a single 'correct' path. There will be multiple ways to go, some to discover, and the game has to react to which places you have or have not seen or been through already. This was the hardest part of getting this system working, but it has paid off. Now I can, for instance, make a map with several entrances that start separated, but you can link them together as you explore and fill out the map. Or there can be sections that block you off from the exit in a one-way path, raising the stakes at hand. So on and so forth. The goal is to create a dynamic experience out of this limited system, to make an authentic-feeling dungeon delving experience (that has fat fetish stuff in it.)

Additional update: The break for december is still going to happen (I will pause payments on the 29th), but it will be more like a half-break spent between Patreon obligations and gamedev.

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Rexiem

Haven't played ruina, probably should, but are all events unique/created individually or do you plan for some generic events you can shuffle around as fluff for a bit of randomness.

orristerioso

When it comes to exploring dot-by-dot on the map, there's always unique text. But in cases like say I want a dot or chest to have a trap, said trap may be pulled from a wider generic pool at random. Basic enemy encounters will typically be random too like in a normal RPG. Other than that everything else is unique or arranged specifically for the map. Anything additional that would be randomly generated, which is something I am thinking of, would probably be side content.