{"id":1554,"date":"2010-10-03T23:23:35","date_gmt":"2010-10-03T12:23:35","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=1554"},"modified":"2010-10-03T23:23:35","modified_gmt":"2010-10-03T12:23:35","slug":"a-new-game","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2010\/10\/03\/a-new-game\/","title":{"rendered":"A new game"},"content":{"rendered":"

So I’ve invented a new game for myself, to fill time while waiting for my AI developers to finish placing monsters every time I want to test the latest developments with the new combat system.<\/p>\n

I call this game “The ground is hot lava. \u00a0If I touch it, I die.” \u00a0Most usually, I play this game in one of the procedurally generated graveyards, and challenge myself to jump from burial mound to burial mound to cross from one corner of the graveyard to the other without touching the ground. \u00a0Mental note: \u00a0make myself a testbed where the monsters are already placed, instead of building one manually every time I start up. \u00a0Another mental note: \u00a0someday it should be possible to set up terrain types to actually do this; \u00a0subtract health or etc when a character touches it.<\/p>\n

Stuff I’m noticing with further testing of the combat system:<\/p>\n