Knights of Frontier Valley - Procedural Maps

HiddenX

The Elder Spy
Staff Member
Original Sin Donor
Original Sin 2 Donor
Joined
October 18, 2006
Messages
24,632
Location
Germany
Knights of Frontier Valley works with procedural map generation:

Procedural map generation (+ Alpha 3.fun testing)

Dive into the details of world building in this unique RPG

Honorable Knights,

Let's talk about maps today. Maps are fascinating. They can be decorative and inspirational, making us dream of faraway places and the spots that haven't been explored. There may be tigers here.

But before diving into the topic of how maps are made in Knights of Frontier Valley, I'd like to share how the Alpha 3.fun release is going which went out to testers a week ago.

The amount of feedback is absolutely fantastic. I am reading all of it and try to address issues quickly, and it is amazing how much the game has improved in just in a few days. First, of course, there were bug fixes. The game seemed stable before the release, but players have a knack for finding weaknesses in the code right away. Many of them were reported by Alpha tester Eric Hensel - I appreciate his contribution.
64 bugs have been addressed since the release, with a few more on my radar. If anyone is interested in the detailed change list.

Then there were balancing and QoL improvements. Some opponents are now easier to beat, and the effects of bleeding have been further reduced, to name two examples.
The code now supports displays with an aspect ratio other than 16:9, which seem to be more common than I thought (or the Steam hardware survey would suggest).
There is a new indicator when moving between city quarter maps now, better showing where you are going. Many more things are on my list, mostly about making it clearer just how some of the unique features that you won't find in other games work.

[...]
Thanks Couchpotato!

More information.
 
Joined
Oct 18, 2006
Messages
24,632
Location
Germany
Release it already. It's got that old school vibe, I hope isn't to old school.
Not a fan of auto battles, should not be an option in this type of game Imo
 
Joined
Dec 20, 2016
Messages
532
Location
UK
It has a nice old-school look, but I don't like the idea of using procedural generation for something like this.
 
Joined
Oct 21, 2006
Messages
44,076
Location
Florida, US
Back
Top Bottom