With a lot of academic work done the past fortnight, blog entries should returned to their regular schedule from here on. Additionally I’ve noted what people said about interest in hearing about the coding side of the game design – at some point (possibly next week) I’m going to produce a long entry with the details of the world generation system along with the options/variables you can alter in the world gen screen. For now, however, covering all the changes to creatures raises the next question – where exactly are they?
The map key has been redone, and offers the best demonstration of this. Intelligent creatures are located in settlements of a type unique to their species. Each letter for each settlement relates to the creature – ‘C’ for Cyclopes, ‘F’ for Fiends, ‘l’ for Lizardmen, ‘M’ for Minotaurs, ‘N’ for Nagas, ‘O’ for Ogres, ‘o’ for Orcs and ‘U’ for the Undead. Hence:
I don’t know how many of these will be programmed in for the first alpha. Cyclops Homesteads will definitely exist; they have already received a fair bit of work. I may also add in a few of the more unusual ones, but leave them devoid of creatures for now – you may be able to stumble onto labyrinths and necropoles but they won’t be occupied just yet. Well… maybe you’ll be able to find one Minotaur or so. Screenshots of these locations will come at a later date once I’ve done more work on them (creating and improving creature handling is currently taking up most of my coding time).
Additionally, I’d like to have some Shrines in the initial alpha (though, again, currently deactivated). The generation of deities is going to be semi-random; there’s a set list of potential god names and what they are worshiped by/what they represent, but the rituals/shrines associated with each one, and their particular personalities, will be generated anew each time. Additionally, only a selection of the potential gods will exist in any game. Nevertheless, shrines should vary significantly and there will be a few in the initial alpha, along with a few ruins too. Both of these may be infested with wild creatures, of course, so consider that a warning.
In the mean time, I’ve been working on how intelligent creature settlements fit into empires, territories, etc. As monsters do not group into full civilizations, their settlements are comparatively uncertain/short-lived things that won’t have anywhere near as much history behind them as any humanoid civilizations. Humanoid civilizations are generally unwilling to consider monsters as part of the empire, but will employ them as mercenaries and the like; therefore monster settlements either appear on the edge of a civilization and (rarely) are considered part of it; or, more often, they will be just outside a civilization’s territory. Some, of course – like Fiends and the Undead – will never, ever be part of a civilization.