Just a quick entry this week. I’ve been coding every day this week (apart from one where Dead Space 2 interposed itself) and a ton of work has been done, including more combat mechanics, severing limbs, armor and weapons being tethered to limbs correctly, displaying all possible combat messages, creature queries displaying more injury detail, species pages on creature queries, pathfinding, and starting a new ‘class’ of enemy.
This class is for enemies that are larger than just a single square. Originally I was intending to stick with the roguelike norm – any creature, whether a Titan or a gnat, takes up just one square on the map. Increasingly, however, I thought this was a terrible idea, so I’ve decided to allow some creatures to be larger. Some creatures can be two squares (e.g. ‘Q’ is the symbol for large quadrupeds, so an elephant may be ‘QQ’), some creatures can be four squares, some nine, one creature can be a long sequence of letters (which will be unveiled far, far in the future) while another species is totally unique (and equally far off). The only one of these to make it into the first alpha will be dragons, and so I leave you with a screenshot of a dragon attempting to fry me. The fire is in its early stages and needs a lot more work; as for four-square-creature pathfinding, large creatures normally have the ability to knock aside trees, and may (depending on strength and other factors) be able to break through walls and similar.