Rogues of Europa is a gothic roguelike RPG. Fight the physical and metaphysical evils brewing below the surface of a rapidly modernizing society.
This week, I worked on timely events. The concept of a timely event is to have some sort of event (typically a monster appearance) happen at a certain time of day, requiring the player to wait around for it in order to witness and/or do something about it. Of course, this requires several subsystems in order to work properly.
Due to the fact that the game has a limited perspective, the player needs an alerting system so that off-screen events can be identified. This was a long time coming, as I had originally intended for them to take place in monster lairs, so that the player could identify when a patrolling mob was coming along, or when a player-placed tinkering device got triggered. So I developed a decent-looking sound wave effect which took forever to get to look right. I had to cheat the "font" grid a little bit to do so, which is unfortunate, but I'm in charge here, so I make the rules.
I have also been countenancing an internal debate I had a while ago, very early into the development of [i]Rogues of Europa[/i]. I won't bother getting into the details right now, because there are many, but it would represent a particularly dramatic change to the overall flow of the game. It would still be recognizable, but there would be enormous changes, particularly in how everything generates. I really don't know if it is workable, more efficient, or produces a better experience, but I have a good gut feeling about it, and I think it's worth testing. It's something I'm at least going to test out in the next few weeks by forking my existing project. I at least don't anticipate things taking too long to test out, and I will make my final determination then. But I'll keep you all posted with results and thoughts as I proceed. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com, or just leave them in the comments below.