pGLOWrpg
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pglowrpg.bsky.social
pGLOWrpg
@pglowrpg.bsky.social
Procedurally Generated Living Open World RPG, by @roalyr.
Page - https://github.com/roalyr/pglowrpg
Support - https://savelife.in.ua/en/donate-en
Ukrainian. All russians - DNI
Звісно, це вже я писав не на самсунгу а на хуавеї, але його швидкодії цілком для цього було б достатньо.
February 7, 2024 at 7:53 PM
А це - те, на чому я зупинився перед ковідом: генератор світу, котрий я повністю на той момент написав на телефоні (на rust). Хоча, рефлексуючи свій підхід до геймдеву тоді, зараз стає зрозуміло, що треба спочатку продумувати геймплей, щоб не програмувати непотрібне. #укргеймдев
February 7, 2024 at 7:52 PM
All in all, a working draft version of the game should not take as much time to be done now, but prior to wasting time implementing things on the engine and prior to making assets I will likely go for pen-and-paper planning like in good-old-days.
October 4, 2023 at 1:03 PM
There will be a narrative text "book", world / location interactive map, text window for announcements and 3-4 action menu buttons to raise context menus for, well, actions. I want to play it with just a thumb or a mouse, to start with.
October 4, 2023 at 1:03 PM
3. I have generated a few possible GUI mock-ups with Bing image creator, targeting smartphones in the first place (but there will be a desktop / tablet GUI layout too).
October 4, 2023 at 1:02 PM
In many aspects this game aims to be the one which abstracts tedious parts and highlights the interesting parts to some extent, while being easy to grasp and with simple UI, which is easier to achieve because I am no longer restricted by CLI text input and output.
October 4, 2023 at 1:01 PM
In fact, I have spent most of my time so far on making detailed world generator. But do I really need all of that? I don't think so. What I want is to move on to interactions - the prime feature of this game. Entities, characters, random plot lines, living world, and so on.
October 4, 2023 at 1:01 PM
2. I am re-thinking my world architecture concept. This is a narrative text game first and foremost, which means that I can use a lot of abstraction and NOT do a lot of details to reduce the tedious parts of primary game loop. Thus I am considering simplifying world down to hexes
October 4, 2023 at 1:01 PM
1. I am switching to Godot4 engine (I wanted to try it out for so long, because @gdtlancer.bsky.social is being made with Godot3), main reasons are: speed of development, GUI and better portability compared to custom engine (bye, #rustlang, I will still love you dearly).
October 4, 2023 at 1:00 PM