7DRL 2016, Day 6
Only one day left … Not sure I will finish the basics of the game. Nevertheless, I made quite some progress today:
- Built a more differentiated food / fluid cycle. Eating and drinking will fill the "stomach" and "kidney" bars. Every x turns, those decrement by one each, while the waste product bars "bowel" and "bladder" grow to the same amount. Need to pee and defecate depends on the latter two bars, while emptiness of either the "stomach" or the "kidney" bar means death by hunger or dehydration.
- A part of the cave's humidity growth (i.e. the amount of water that trickles down into the ground) is invested not into the creation of new pools of water on the ground, but into the growth of new creatures. Once this separate investment pool grows to half a kidney's fluid absorption potential, a new creature with half its stomach and kidney filled spawns somewhere on the map. (The player avatar also spawns with half its stomach and kidney filled. Player and non-player creatures all belong to the same species.)
- Set up an AI optimized towards survival to control non-player characters, and an optional player autopilot command.
- Once a non-player creature dies, its fluid amount (kidney, bladder; plus, the amount of water on the tile it's standing on) is drawn into the cave's general humidity pool, while the creature and the tile it stands on are turned into a stone wall.
Today's screenshot (notice the two differently colored "@" symbols – one is the player avatar, one a NPC):
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