Jul 24, 2012

Added first town to the map.
They would have:
* Population, (if you got influence on this map object, you would get percentage of world population under your power).
* Heat (It means, disturbance, fear etc from your action in this map object. For Example heat = 0 (calm) you will meet 2 sleeping guards at the gates, heat = 30 2-4 observant guard with support of local priest, heat = 100. dozen of guards, few priests and military alarm squad etc).
* Corruption. (Rather complicated variable. It means, how close population of this map object to evil, cruel, malicious they are. Playing as Ashed Wail you should increase it, as Order from Heaven keep it on the leash).

Then, map objects with population would have flags:
* WALLS. you should pass gates to enter this place.
* MARKET. you can barter here.

Location flags. Different locations would provide you with different creatures to hire, danger level etc.
For example in DOCKS you can find ship crewmen, suspicious persons, dock  workers etc

And the last one, I'll do everything based on text messages, then, if some gameplay feature would be useful I'll try to turn it into roguelike.

Jul 23, 2012

Send heroes band to explore cave (it has one active member - PC), entered it, explored and run away.
Successfully returned to global map. There few issues, but they aren't look to nasty.

I was thinking about resources, I mean access to resources.
From one hand, magic inventory for every creature at your command isn't very interesting, from another hand, lot of separated spots with resources would bring tons of useless micromanagement, remember old cool game "Emperor of Fading Suns".
I'll made it this way: all resources you creatures would get, would come into "magic inventory" when they are located in one of your camps. It means, you would lose resources if lose camp, but from other hand, you wouldn't have all that micromanagement.

Jul 21, 2012

Got some troubles implementing local game into global game stream. It wasn't possible to play one mode inside another, they were switching.
But I found the how to fix this, without rewriting lot of code. This is my main strategy now, I have bulk of debuged  code and it would be unwise to rewrite it. 

Jul 20, 2012

Hmm... you know, boys and girls, I start liking the game we are making.
It is just a little egg of future game, but I like it, wish you would too.
I was fighting against bug, who didn't allow game to create dungeons for exploration on fly.
And I won! It means, that map world generation would be really fast and dungeons  would be generated if needed (So, we need some fixes for historical figures and encounters, but it wouldn't be real problem).
Also, it would allow to add new map sites during game.

Today, finished global objects for exploration (special zones, you can visit for classical roguelike experience).
Ordered Avatars group to explore cave and pressed end of turn.
Game found scheduled exploration and prepared dungeon.
Today I'll finish exploration.
Right now, your exploration radius aren't limited, later, you should make new camps, hideouts and gather supplies.


Jul 18, 2012


So, here is first step.
What we can see here:

  • Creatures doesn't travel on global map as single creatures, but bands or groups (creatures can travel on global map as creatures itself, maybe some epic monsters, like dragons or major daemons would do this).
  • Player has base of operations, named field camp (marked as creature icon on the map).
  • You can move cursor over the map and select you groups action for next turn, of course, this operations should be in access range of your group.
  • When you gave orders and press 'turn' key, all actions would be done and you would take required actions and make decisions. For example, if you selected 'explore %MAP_OBJECT%'. You would be moved to local map and your group would explore this.

Jul 17, 2012

0.1 version would be a bit messy and disordered. It is ok. The main goal is to create basic interface for orders, new generator options and world interrelations.

And yes, FFHtR would move a bit to strategy game, but only at global map.
Also, I think that at the beginning of the game you would have more roguelike experience and later, when your Avatar would grown tough, you  would get more strategic gameplay.
 I am not sure, that it would be possible to implement in 0.1, but I'll put it into todo list.
So. I promised to tell you our plans for ARRP 2012 (ver. 0.1).
I'll write potential release in brackets.
Local game would be literally untouched, most change would occur on global map.

First of all, you would start as harbinger of Hell, mortal child of Agare. Your main goal to ensure fall of mortal realm (not Armageddon! You should seize Erebus for your Master, not destroy it!).
You would have different ways to do this.


  • Your character would be able to gain followers, they would assist you in local map combat and help you making plots and performing tasks.
  • On global map you would be managing bands of creature. Your Avatar would be always leader of your first(main) group.
  • Some follower can be appointed to your lieutenants, so they would form there own bands and perform tasks. (I' am not sure, should player have direct control of local map actions for such groups or not). Maybe, they would not be full functioning bands like first one, but just single task agents, I am not sure.
  • Global map would be turned based.
  • When performing you turn, you issue orders for your bands and agents. After pressing "end of turn", they would perform tasks.
  • For example: Explore dungeon, Perform blood rituals, desecrating tombs etc. If this action (exploring dungeon, for ex.) would have local map action. Local map would be opened and you will play standard roguelike, until done.
  • For first version, you would have one way to achieve your goal increase total corruption of world and spread Ashened Wail. Later on, you have more actions, open hell gates, fight angels etc.
  • First version wouldn't have AI band on global map, fighting you.
  • Idea of global map objects would change. They would have population, corruption, religion etc ratings, also, they would be different types. (For example cites, hamlets, graveyard, lairs etc). (For 0.1 we would add 2-3 types, not more).
  • Different map objects would have different purpose in the game. Cites would be your main goal for corrupting actions, but all actions would generate more heat. Cave or lairs, would be more classical roguelike objects.
  • Cites and hamlets wouldn't be pregenerated, it would drain lot of time and doesn't give a lot, in perspective of game play. If some local map action would occur in them, special map would be generated for this.
  • You would need different bases of operations, if want to succeed. It means, you can't just move over the map, but must create a lair or base and then, take some actions. For example: You should organize hidden cults in uncorrupted cites or open Temples of Wail in corrupted one etc. 

Well, it is a bit messy, so, if you didn't  understand something, just ask.

Jul 8, 2012

Hello again!
I  have posted this announcement, but didn't do anything. I have lot of things to to do IRL, right now.
But, I'll began 0.1 development today.

Maybe, you are interested about changes. Well, Global Map gameplay would be enhanced greatly.