Things are still a bit odd in day to day terms, so there's been a slow down on Arnthak work. The last two nights, however, I've managed to put together the map data for a new floating island.
The idea is to have it inhabited by some form of hermit Apothecary/Botanist (hence the signage) that will purchase various botanical items from the player. Currently, this NPC is unnamed so it's a good potential cameo appearance.
The last fortnight's been pretty difficult personally, and work-wise, but hopefully we can get back to smashing some work through Arnthak. This weekend is tool development weekend, so we can improve things for Jay, and make things more efficient.
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My main job was crazy, insanely busy this week. However, I do indeed have some things to report. This week's entry is a day-ish early since I'm going awol for the weekend for a good friend's Bucks night.
Things have been quite busy at work, so Arnthak has been pushed down the list a bit. I am, however, working to clean up some of the Ice Caverns, and already reworked some of the map data for the mountainside areas to make them significantly more playable.
Jay also sent along some new sprites, which I'm not going to show here - they do, however, look pretty damn sweet.
Going back through the archives, I remembered doing posts like this - I think I'll stay on track much better if I do this again, so here we go
I've got a busy weekend socially, but there should be some time to get some Arnthak related work done.
This is going to be a bit of a rambling post - I thought I'd talk more about the 'why' of Arnthak a bit. Not the program, but the world itself - Why Arnthak is shaped the way it is, and how it's come about/evolved. First, however, a history lesson on the game itself.
This week has been a good one for Arnthak. Content wise, there's been some significant mapwork additions, as well as a changes to some interactions. Jay has sent on some new sprites, which are an excellent update of the old Slug sprites.
It's been a busy fortnight or so - Arnthak rumbles toward completion as always. The week after the last update was spent mostly solidifying Items, crafting and lore. This week's been a whirlwind of new content - Jay has sent me over three new sprite sets for creatures, so they've gone straight in. Additionally, I was inspired to work some new features in, and a huge amount of mapwork got done.
My day-job has wrapped up for the year, so I've spent a reasonable amount of time on Arnthak since last night. Mostly, I've been focussing on Items - it's a challenge to think of an item, then break it into components and think 'where should that come from?' - when you're trying to create plants/animals/etc instead of just pulling ISO Standard Fantasy items.
Arnthak's been growing and reshaping the last month, though it's been subtle, behind the scenes changes. I've been working on code to allow the player to store items within containers, which gives rise to some interesting potential. Additionally, I've been working on joining some map areas together, allowing traversal to various areas that though fleshed-out, weren't reachable at the time.