It has been said that only coding can make you feel so good about realizing how stupid you've been. I don't remember WHO said it, but it's certainly true enough that it stuck with me.
Heh. Definitely. Few things are as purely, un-equivocally enjoyable as realising where you've been going wrong, and that you know how to fix it.
Can't disagree with either
. If I have time before 0.0.1, I'm going to massively increase the size of mountains, just because I now can.
Any chance you can elaborate on the specifics? I might add z-levels into my game eventually.
Also, I was wondering if you could talk about multi-tile creature pathfinding? How does that work (from a programming perspective)?
Sure thing; there's quite a bit to say, so I'll do a blog entry on both after 0.0.1's release (and after the inevitable very rapid release of patches in the subsequent days).
1)Eventually can you kidnap people and if they are important enough will search & rescure parties be sent out, like kidnap a princess in stereotypical Villain style.
2)Will your actions change how people think of you, like having monsters and raiding & pillaging will make people think your some Demon Lord or something, and if so will units be more inclinded to join you if your more Evil/Good (Demonic creatures flock to you when your really evil. And when your really good maybe angles come join you?)
1) Hmm. I don't see why not; I've been giving some thought to the stealth mechanics, and that could certainly be feasible.
2) Definitely re: demonic, but none of their opposite number will feature! As ever with these games, I'm hoping to have a full system for factions and things, but since I'm going for more of a strategy/4x game (just one where you aren't omnipotent), some of this will be 'abstracted' out; more on this in a later blog entry, but basically yes, there will be a range of metrics by which you and other empires are rated.