Rogues of Europa is a gothic roguelike RPG. Fight the physical and metaphysical evils brewing below the surface of a rapidly modernizing society.
It's Sunday once again, and while due to a few work things cropping up I had a lot less time than I anticipated to work on things, I made some good progress.
I made some good progress on the towns, and they're ready from a proof-of-concept viewpoint.
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[i]A fixed road.[/i]
Comparing this to the last previous screenshot might not seem like a very big or important difference, but it represents some big changes to how paths are generated within towns. In layman's terms, all the paths connect now, and moreover they're arranged in a way that's sensible given each town's particular generation within a cavern.
All in all, I'm pretty happy I spent the time I did arranging the towns. They are set up sensibly and don't look like they hold too strongly to a harsh grid pattern (even though they technically do). I spent the rest of the week engineering a few different farm plot layouts to get a little visual variety within towns.
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[i]A few views of the farms.[/i]
I might change a few things later on but this is good enough as a proof of concept to know they'll look okay the way they are.
I also managed to write out the algorithm for generating cave systems, and the initial results look promising, and I think I will manage to finish that part off in a few days, so I can spend the rest of the time on making the caves look nicer, both with wall and floor decorations/obstacles, as well as restoring some gameplay functionality to things like monster lairs and perhaps even NPCs to towns.
All in all, things are looking good for getting out an update before Christmas! The MVP for this update is: finished tech test, mapping, totally restored monster lairs, multilevel lairs leading into multilevel caves, and shops restored to towns.