Tuesday 14 July 2015

Incursion progress report

For the most part, Incursion is pretty stable now.  There are still over a hundred "issues", but this is to be expected for an engine of it's depth.  The last work I did on it before the weekend, beyond a fix for a crash which someone kindly reported, was to try and get an example module put together.

That effort stalled, because what Incursion is, is a customised demonstration game, Halls of the Goblin King.

The source code does have pretty solid support for multiple modules, any of which can provide either new dungeons to explore, or new items, effects, classes, races or any other form of content.  But there are places through the code where it just looks at the first module with an accompanying comment saying just look at this, because it's the only module we have right now.


The source has unused support for multiple players, but it's not consistently used throughout the code, and that's ignoring the question of how multiple players in a turn-based game can even be done.


What I spent time on over the weekend, was just trying to better get a picture on more of the scope of the engine.  In order to do this, I started documenting the constants defined in the script, starting with those used for dungeons (see commit #c953cfe on Bitbucket).  These can refer to values, like the minimum and maximum room widths on the x axis, the density of torches in lit rooms and even references to other game content like features, regions, terrain and even other dungeons connected in some way.

The more time I spend learning more and more of Incursion's source code, the more it seems like the best engine to base a fantasy roguelike on, given certain considerations.  One is the expression relating to the last 10% of the project requiring 90% of the work, Incursion simply requires a little more work and some polishing before anyone who simply hopes to write some scripts and to make a unique roguelike, can do so.  Another is that the game must be OGL and as mentioned fantasy.

Even just spending a few idle hours searching for and commenting the usage of constants, while watching Wimbledon over the weekend, the flexibility and depth of the engine appeals to me.  And the work required to make what it can create less same-same, seems less of a burden.  By that, I refer to things like the depth of a dungeon scaling everything, with increasing depth being downward.  If you wanted to make a tower of ascending levels, then that should be a possibility.  And whether depth should imply a fixed scaling at all, should be another matter.

One idea I should note down, in case I forget to write it elsewhere, is to make it possible to hand edit loaded module data, or to hand author some.  This would not be a method of more easier development, but would lead to additional features like live visualisation of changes to things and how it affects level generation and so forth.  Just reloading the scripts isn't as possible, as they are compiled before use.

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