Weekly Update – August 12, 2022

Adding a new ability to summon a swarm of giant rats nearly derailed my plans for this week (and potentially the next few months) when I tried out the ability and, to my surprise, the rats started attacking each other. I realized that there was no way of indicating that the rats were both allies of the player and each other; I needed to be able to specify relationships between actors. Factions were the first thing that came to my mind. They’re overkill for this single use case, but I’ve always intended to have factions in the game and reasoned that I could use them to solve the rat problem. As I’ve done with other aspects of the game design, I start with a flurry of research and brainstorming. I read up on factions in game design and roguelikes specifically, including a FAQ Friday on the topic, and wrote down all of the ideas and details I could think of. And, as I always do in this situation, I got lost in the subject and created a conceptual design that far exceeded what I likely needed and what I had time to build. That’s not a bad thing, as long as you can quickly pull yourself back into reality and reduce a grandiose design to something practical. I was able to do that in this case. My solution was to add an actor attribute indicating whether the actor is friendly, neutral, or hostile to the player. It’s a compromise, and there’s a good chance it will be thrown away in the future when I add a true faction system, but it’s the right solution right now, because it was extremely simple to implement and I don’t have a clear vision for how factions will work.

Mass Fear spell
  • New Ability: Summon Giant Rat Swarm. Summons a swarm of giant rats to fight on the player’s behalf. 
  • New Item: Fire Sword. Sets enemies and objects it strikes on fire. It’s overpowered at the moment, but I haven’t decided how to nerf it.
  • Chests and corpse item access. The items contained in chests and corpses can now be viewed and taken from the Inspect Panel. A “Take All” button lets all items in the container be taken at once.
  • Inventory Panel is automatically displayed when inspecting a container. When viewing a container, such as a chest, the player inventory is now displayed automatically. This allows items to be dragged from the container into inventory and vice versa.
  • Weighted observation selection. One of the configurable AI components is the ObservationDecider. This component examines the actor’s observations since the last turn and chooses an observation to react to. There are two implementations of this component, one that selects the first observation involving a tracked actor, and another that randomly selects an observation (used by the Fear status effect). These implementations are primitive. They don’t work well when there’s more than one suitable observation to respond to. To address this, I modified the ObservationDeciders to weight each observation and select the highest weighted observation. 
  • New automated tests: Eggs. I’ve repeatedly broken the functionality of eggs, so this was a great automated test to add. The unique behavior of eggs (turning into a cracked egg upon detecting the player, waiting 10 turns to hatch, hatching a creature at the end of waiting) tests a number of systems.
  • Installed History Inspector from the Unity Asset store. My project asset list has gotten enormous. ScriptableObjects are used extensively, and many of these ScriptableObjects reference other ScriptableObjects. I often have to follow a trail of ScriptableObject references to fully understand how something is working, or go back to the previous asset I was viewing. The time spent scrolling through the asset tree, and the effect of navigating the structure on cognitive load, is impacting my productivity. I looked for a built-in Inspector history viewer in Unity but couldn’t find one. So, I turned to the Unity Asset Store and found the History Inspector asset. It’s already become an indispensable tool that’s saving me a lot of time.

Next week, I’m play-testing combat and overall level difficulty. I’ll adjust and fix based on what I find. The overarching goal for the year remains getting to a version of the game that I can distribute to others.