Idosra Indecisions. Physics is coming along rather nicely, but the vast scope of the undertaking is quickly becoming apparent. "Physics" in
Idosra means any code relevant to moving actors (including rendering) since it's all tied together.
I'm working on an idea where I implement a 3D version of the "growing squares" algorithm used to partition a structrual wall (called a "WallGroup" in the engine) into rectangular partitions ("Walls" in-engine). The 3D variant, "growing cubes", would be used to partition a space into rectangular solid volumes. These 3D regions would be used to determine the correct rendering order. Rather than run a topological sort every time an actor changes position, I would sort walls and rectangular solids together, then render all actors in a 3D partition. (In the event an actor occupies multiple partitions then something special will happen. I'm still thinking about the details).
Another option would be to redo the topological sort every time an actor changed partitions. One thing I need to do before going much further is stress-test the topological sort. I don't want to waste a lot of time solving a problem that doesn't need to be solved.
Story Time! The game itself is also starting to take shape. I spent some time thinking about the series story line and drafted a few thoughts. In typical MUD-fashion, most of the world will be presented in the descriptions of rooms and objects. At least in this first game, there is a pretty small cast of characters. One mistake I'm working on revising with
Legend of Fordham Forest (mentioned above) is not running such a long prologue. Rather, I want to drop the player right into the action as soon as possible, then develop the story as they move along.
As a consequence, the beginning of the game is vague. The player is dropped into the world with little backstory. But that doesn't mean I can't work in a lot of little clues that something is amiss. One of my favorites so far is this card casually placed into the player's inventory (like the "Impending Doom" card from earlier screenshots)
I took a bit of inspiration from the "no tea" inventory item in the "The Hitchhiker's Guide to the Galaxy" game. I haven't drawn it yet, but the player will also start with a "mortality" card, for a total of four (Marika, Humanity, Mortality, Fists). The implication is that the "humanity" and "mortality" cards can be lost. At this point I'm not sure if that will actually be possible, just an elaborate red herring, or setup for a future game in the series.
I'll probably take "impending doom" out. I liked that card from the earlier development version, but I'm leaning against a time limit.