Monster selector

I needed a way to assign monsters to each screen.  I had been assigning a group of enemies to a screen based upon which area you are in.  I could have a large number of monster groups for some variety.  This is not a very flexible solution.  What if I want to add a new monster type?  What if there are too many monsters in each screen?  Or too few?  Should I modify hundreds of monster groups?

I came up with a much nicer solution.  I created a “monster selector” class.  The way this works is I assign all monsters in an area of the world to the selector along with the range of depth into the area that they occur.  Now for each screen I detect how “deep” into the area it is and hence which monsters can appear.  A monster type is selected at random from the monsters available.

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With the monster selecter implemented I was able to populate the overworld with reasonable monster choices in 10 minutes.  Adding a new monster type or making tweaks to the type or number of monsters is now trivial.

Settings and more

Now there is more interesting item placement.  Treasure items can now appear in shops, in dungeons, or on islands you want be able to access until later.

I finished the quest and profile management screens as well as game save and load.

I added “trigger” tiles that launch a scripted event such as popping up a text message or opening the final castle barrier (if you have all the orbs).

I added a settings screen so you can customize the background color, change volume, etc.

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Made more interesting overworld screen connections.

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I finished up the king’s castle, throne room, developer’s room, and red carpet.  I also added an art museum full of photos and descriptions.

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Added new skyboxes for different castles, added more varied store and dungeon entrance screens, changed the overworld tile colors.  I added some cool touches like the hero holds certain treasure items over his head when he finds them.

New features

I added some major new features.

Added large and small statues, colourful brick walls, and improved the tile colours and skyboxes.

I added a palette of 350 overworld screens.  This gives the quests some good variety.

My favourite new feature is the fortune teller.  It is easy to get confused about where you need to go next.  The fortune teller marks a spot on your map where a new treasure item can be found.  This is based on your current inventory and the “treasure dependency tree”.  Works great!  Will spare players a LOT of frustration!

I also added profile and quest management – saving and loading games.

There’s also stores, casinos, wise man house, cash donation caves, etc.  I also added dungeon maps, dungeon bonus items, and more interesting ways to hide treasure items throughout the kingdom.

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