![”animated”](./Featured Graphic.png)
Modern Arcana
![”animated”](./Featured Graphic.png)
Procedural Generation
Every square in the game is a point on a map. The biome is based on distance from the ocean and north and south which decides the weather. Every square has a chance of having a tree or a rock etc.
![”animated”](./baseGeneration.gif)
![”animated”](./ObstConif.gif)
![”animated”](./ObstDesert.gif)
![”animated”](./ObstForest.gif)
![”animated”](./ObstJungle.gif)
![”animated”](./ObstPlains.gif)
![”animated”](./ObstTundra.gif)
Villages spawn based off a spawn grid with slight offsets for each town. Trees etc. won’t spawn inside villages.
![”animated”](./Towns.gif)
Enemies and their AI
Monsters spawn offscreen based off the current biome. They move based on the player’s position. Each enemy tracks where they’ve been. Once they’ve been in a location a few times, they try to avoid going there. This allows for some semi-intelligent AI. Not too smart to bee-line, but not dumb enough to get stuck.
![”animated”](./smarterAI.gif)
![”animated”](./itemDrop.gif)
NPC Personalities
There are 3 personality traits each with two varieties. The interaction you have with people depends on both their personality and the way you interact with them. So there’s 8 conversation trees in total.
![”animated”](./talking.gif)