Just a very short one this week I’m afraid folks, with a few updates:
Employment and House Moving
So, on October 1st, I’m starting a new job! I’m going to be a postdoctoral fellow in game studies at the University of York (where I did my doctorate) for up to three years as part of this massive thing. This is the same project that Michael Cook of ProcJam fame is now part of (also as a postdoc, though in his case in Falmouth) so hopefully some awesome things will come out of that collaboration (we already have one intriguing idea vaguely in the works). Of course, moving back to York necessitates house moving, which is going to be taking up a lot of my time for the next couple of weeks – updates will still be every weekend, but I might upload some of my pre-written general games discussion/criticism/design ones rather than URRpdates for the next week or two. We’ll see how time pans out.
Houses and NPCs
I’ve been reconsidering how difficult it would be to assign NPCs like guards to specific houses in specific districts this release, and I actually don’t think it would be that tricky and shouldn’t be more than a couple of days of work… so I’ll probably do that. I have this week finished off everything to do with guards (though clearly some of it will need changing if I do indeed implement this kind of “real scheduling” for this release) and done some general bugfixing, minor improvements to the quantum scheduling system for moving around the map, etc etc. All timings are now correct, and the system will be readily transferable to important AIs whose actions around the map also need to be timed and tracked.
I assume everyone knows this by now, but I’ve recently become the co-host of Roguelike Radio! The most recent episode (the Q&A) is a particularly good one, I think, and we have a great discussion between just myself and Darren about “information” in roguelikes coming up. Check it out here.
Next up is still, as I’ve been saying for a little while now, day/night scheduling, shops closing up, things like that. At that point, however, it becomes apparent that we need to get people going back to their homes, which brings us back to the guards point, so actually for the next few weeks I’m going to work on some lesser things whilst I’m moving house (like improving how aristo families are generated, bug-fixing a bunch of left-overs from previous releases, more clothing generators, a few alterations I want to make to city generation, etc), and then once I’m settled back in York at the end of this month and can really focus again on a larger project, I’ll push on with a concerted effort to the final part of NPC handling, which is giving all NPCs who matter homes, and tracking them and their behaviour wherever they are in the world. Whew. See you next week!
In the mean time, a smaller and general reminder: if you ever want to keep track of URR elsewhere beyond this blog, I must humbly recommend my Twitter feed, the URR Facebook page, or IndieDB – the former particularly is full of screenshots which generally get posted before the weekly update!