Almost time to call it a day, time to take my meds which means that sleep is inevitable. Feeling good about the progress I've made though, lots of planning and structuring, and the codebase has some nice utility functions (<3 Lua!!!).
Stuffs That's Been Done
Many core features are up and running, including the tilemap, camera, the ability to carve arbitrary shapes into the map, and the disaster countdowns that cause the destruction. The gauge display is an important UI element as I intend to use it for character HP and whatnot. I'm happy with the rate of progress; tomorrow I will implement player controls and a simple battle system (super simple, like the Pokewalker [hey check out that sick Iconoclasts ad in the background!]) and some more UI. Hopefully Sunday will be for adding content and tidying up.
The player will be presented with a menu each 'turn' (think rogue-like) with 4 options available to them:
- Move: Move to an adjacent tile. Time passes based on the terrain traversed
- Explore: Maybe find an item, or a monster. Diminishing returns until Move is selected. Time passes.
- Menu: View inventory etc
- Wait: Time passes (not sure why you'd do this but I feel it should be there)
I also need to add a way to sacrifice a character to reset the clock.
Resetting
I have decided that resetting will shave 12 hours off the clock unless you have acquired the "Chrono Tear" item, which doubles the reset value. This means that you will always end up at 00:00. This item will be easy to acquire, but it may be advantageous to go for a more difficult item whilst you have a full party.
I'll leave off with a gif of a circular impact crater being carved into the map. It will be accompanied by a meteor sprite (hopefully!). The red gauge is the 'disaster gauge', when it is full the current disaster executes and the next in the queue is lined up.