It's been much longer between posts than usual, and part of that is that I've taken a few days off from development - in part to recharge, in part because work was quite demanding and lastly, in part as I had a lot of stuff to get done around the house.
Having started with that, I can get into the fun stuff.
I've been building out the world quite nicely. Much of the Western Isle is now done in terms of regions, spawns and so on. The Western isle ranged from wildlife to bandits, orcs and even some trolls. I'm currently working on the Blighted Isle, which is full of skeletons and I'll round out the Eastern Isle probably today with some wildlife in general. That will leave me the cave system to fill out - which will be a mix of goblins and others.As I'm going, I'm building out the items and loot-tables for all these which is quite fun, but takes a good bit of time. Even giving various creatures abilities to use and setting them up take a bit of effort.
Once that's done today or tomorrow, I'll be going in with NPCs to pop them in, and creating conversations, quests and generally content. I've got a teeny bit of world still to create, I found a bit of unfinished cave system as I was adding in spawns earlier, and I have to finish up the interior of one of the trading houses - but that's not a lot of work.
In terms of code, there's a few things on my to-do list:
There's a bug that sometimes makes things in combat wait way too long before they can activate again. Not quite sure what that is, but I hope it should be quick when I investigate it.
I would like to have items be able to initiate quests. There's going to be a bit of work there in terms of UI changes and some structure changes.
I would like items to be able to proc effects, so a weapon that has a chance of applying it's own debuff to the target. Perhaps armor that has a chance of applying a buff to the wearer when they are hit. Again a bit of work, but I will tie that in with the quest thing.
I have found a bug when a ranged skill is selected to use, but then cancelled, the screen doesn't fully go back to the right mode. Probably an easy fix once I find the right bit.
And the last thing I need to add in is some functionality around spawns. While I already have the functionality to spawn something based on events - ie, if you're on a quest to go clobber a certain critter, it will be added to the normal spawns there, what I'd like is to be able to have a particular thing spawn in an exact spot if you're up to a quest part.
Sorry. Last, last thing. I'd like to add in some events for the day/night cycle, the weather cycle and probably the Ebb cycle and over time, have certain things triggered by those - ie, bandits come out at night. Something else happens only when it's raining and so on.