Commit History

Author SHA1 Message Date
  Reddo 38072110b1 Couldn't get it fixed, so just remade it 5 years ago
  Reddo 2b5ba284fa I don't even know 5 years ago
  Reddo 8f9527db06 Create random coordinates without letting them conflict 5 years ago
  Reddo f45e055f8a RandomRange 5 years ago
  Reddo 79b529a10b Turns out remembering all fodder rooms on saved games is a BAD IDEA 5 years ago
  Reddo 7d5093a033 Fix references to wordlstate.player 5 years ago
  Reddo bb06046155 Fix breaking when Thing no longer exists 5 years ago
  Reddo 145dd394e5 Random fixes 5 years ago
  Reddo 02733fed44 Shortcut to adding rooms at specific coordinates. 5 years ago
  Reddo cd5d662f82 Fuck dots 5 years ago
  Reddo 6dd029827c Dooooooooooooooooooor 5 years ago
  Reddo 6a5d8ad380 Dooooooooooooooooooor 5 years ago
  Reddo be2ea28702 Shortcut 5 years ago
  Reddo 00c0d9f3c6 Multiple choices in the same line (good for small choices) 5 years ago
  Reddo fae6ab1201 Conditional line breaks? 5 years ago
  Reddo a303ba30ed Dont start dialogue if nothing to say. Correctly finish dialogue if something was said. 5 years ago
  Reddo 2401d54dd5 Speak helper function 5 years ago
  Reddo a200689347 Do not keep going if a dialogue happened 5 years ago
  Reddo 307f549c94 Automatically count DialogueTree usage (and save it!) 5 years ago
  Reddo ddfb8f7269 Clearer AI Hooks 5 years ago
  Reddo 36537f10be Halfway through actual dialogue 5 years ago
  Reddo d856402647 Allow AIHooks for conversations 5 years ago
  Reddo e2ae7ecbbd Clearer Priority 5 years ago
  Reddo 4b564416eb Nothing much 5 years ago
  Reddo a45aadd082 There we have it. Proper reactions. 5 years ago
  Reddo aab543c0b9 Update dist 5 years ago
  Reddo 81b67e8568 Start passing AI stuff to where it belongs 5 years ago
  Reddo 4690d54899 Turn duration no longer necessary for debug - turn duration was solved forever. 5 years ago
  Reddo c200472d21 Autmoatically throttle AI in the event of the game becoming too slow. Should never trigger outside of stress testing, though. 5 years ago
  Reddo 0efcec5da6 Stress-testing 800 in-fighting Orcs with all the new Combat rules. Game still runs at under 200ms per action. Given we will never have 800 angry orcs in the same rooms, I think it's fair to assume the game will NEVER be so big that it slows down, specially since normal demand increase will happen with sparse NPCs, where each NPC does not increase the processing demand of the other NPCs (mostly linear increase, while in this case each NPC not only brought its own rules, but also made everyone else's rules harder to execute). Quite happy with results. Blog over. 5 years ago