Suh-weet. #2!

New “version” added to the files, v. 2 according to google. Only change is that monsters are now doing nothing, and equipment can be displayed over the character. Still hardcoded in though and not extendable all that much.

And in related notes, using this, I have learned an interesting fact: applying real life stats to games at times doesnt work. Using some quick rules of thumb and some pygame trickery, I found an average of 12 thousand cities spread across the game map to be way too dense. If anyone is reading this, I basically calculated a .50% chance of whether a village would be at that region or not, and excluding mountain/forest areas and water, at .50%, we had about 900 cities all spread about 4-8 pixels away from eachother. Didnt upload it as it was a really trivial script.

Though, that noise spread might be good for distributing all points of interest, and not just the smaller towns (the larger cities would be predetermined most likely). It still impresses me how stuff like Dwarf Fortress can just generate an entire world in about 5 minutes, complete with animal population breakdowns and all.

The other surprising thing is that, using that demographics site and a 1.52% chance of a village being on a given pixel, I was only 200 villages off from what one of the site’s link’s to an automatic calculator said there should be (~12,000), assuming .5km per pixel.

I also feel like I’m having too much fun doing the random/procedural generation things than I am pygame programming, heh.

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