"Holidays" are over, so back to work and gamedev work! The general theme of work on Sigil of Kings has been bug smashing and a bit of content. So, the zoo of changes in the past couple of weeks are as follows:

  • Added a few more sprites, scooped from itch.io or authored, like campfire, mushrooms and reeds.
  • Wildlife spawning rate in wilderness is linked to overworld cell "wildlife density" property. This means that in deserts and polar regions, don't expect much wildlife.
  • Added a "decal" layer to really properly support decorative tilesets like carpets.
  • Better support for spawning/requesting specific zones, e.g. I want this procgen dungeon as usual, but include a cemetery somewhere in the wilderness
  • Animals have been spawning in water so far, so I've done a bit of work on that front. Still unhappy though as it gets complex and I don't differentiate for movement costs between shallows, freshwater, deep sea etc.
  • Flying animals are better rendered over water (can see shadow and they are not submerged at all).
  • Added variety for bone objects: the same object can spawn with a variety of sprites
  • Torches (and all binary switches) are generated in "off" state in all abandoned areas, and 50% to be "on" everywhere else. So, torches in ruined areas that contain the "abandoned" tag will not be lit, same way as when you go to an abandoned house the lights would not be on.
  • Carpet tileset has been augmented/changed from "9 slice" to a "rug" format
Beast cave 1
Beast cave 1
Beast cave 2
Beast cave 2
Wolf tells scary stories to his buddies over the campfire
Wolf tells scary stories to his buddies over the campfire
A coastal dungeon
A coastal dungeon
A dungeon with a prison
A dungeon with a prison