0.1.1 - Minor bugfix and visualisation changes
Changes:
BAT-56 - Change visualisation of gold key room
BAT-58 - Using logs on a tile with a trap causes them to disappear from inventory
In Progress:
BAT-63 - Design for how to manage non player entities
BAT-64 - Experiment with Goal Oriented AI
Update:
I've spent this week mainly working out how to integrate AIs into the architecture of the game and looking Goal Oriented Action Planning (GOAP) as a means of controlling AIs once I have them in place. Going along pretty nicely and I'm getting more confident that I should be able to get this done without too many tears :)
In the meantime I've fixed two minor issues that I had reported out of playtesting from 0.1.0. Need to make an obstacle more obviously associated with the tool to get through it and needed to fix the logic of consumable items disappearing when all used up.
Next:
Continue with the integration of AIs as the major driving feature for 0.2.0 and also fix more minor issues as appropriate.
Files
Get Ardanteia
Ardanteia
Become. Ascend. Triumph.
Status | In development |
Author | radman |
Genre | Role Playing |
Tags | 2D, Fantasy, Open World, Pixel Art, Roguelike |
Languages | English |
More posts
- 0.1.10 - Swipey swipeAug 08, 2018
- 0.1.9 - Spinning is the keyJul 20, 2018
- 0.1.8 - I see movement!Jul 06, 2018
- 0.1.7 - A larger packJun 22, 2018
- 0.1.6 - Show me the movingJun 16, 2018
- 0.1.5 - Deny but explainJun 08, 2018
- 0.1.4 - Stack 'em up!Jun 01, 2018
- 0.1.3 - Load up and step to the beatJun 01, 2018
- 0.1.2 - Fading and drowningMay 18, 2018
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